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Since you put up a web build, I bumped this up my queue as promised!

I realize this is a demo, and that you had limited time, so I'll try to keep my feedback to things not related to that.

Overall, it was fairly enjoyable! Gave me some Starfox vibes. The goofy story was fine for what  it was trying to accomplish. Also, that was a quality gib-moment when you beat the dragon.

Controls-wise, it's fine... but I kept wishing that my movement and aiming were separate... maybe keyboard for the movement, and mouse to aim. Although if you're goal is to keep the controls mouse-only, what you have works. Also, without trying it, I can't say if my suggestion would actually feel better.

I found grabbing the crystals and dodging things to be surprisingly tough. The game was easy enough that this didn't matter, but perspective was a little hard for me to judge. One other small thing, I could barely see the tiny enemies on the space background. Took me awhile to figure out what was even happening... at first I thought shots were coming from nowhere.

As for the web build, ran perfectly on my workstation. I didn't encounter any performance issues. 

I had fun playing this. I'll certainly be back for the full release, when you get there! Congrats on being the first to break the Goku curse. Just for kicks, my final stats:


(+1)

Thanks for playing!

It's definitely not meant to be taken seriously, but neither will the full game. I added the ludicrous gibs just for the hell of it, but that's definitely something that's staying in.

I never really though of separating movement and aiming- I'm going for an arcade-y rail shooter, and at least the ones I've played only have the one control. That being said, there are a few different ways to couple movement and aiming. 

The perspective and lack of depth perception is definitely an issue. It's mentioned in other reviews and I noticed it in testing as well. There's a few things I'm going to try in order to fix that, starting with tweaking the camera distance from the player.

Enemy visibility is a good point. The enemies are coloured similarly to how they were in Tengoku, which was fine in 2D against those backgrounds, but it acts as camouflage against a space background. I'll probably play with the colours, and/or add some lighting effects. The trails on the small enemies should probably be more prominent, too.

As for breaking the Goku curse, well, I think that's counting the chickens before they hatch. I'll celebrate if and when I finish the final product.