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(+1)
  • If there's no reason to let go of LMB, why do I have to hold it down the entire time?
  • The gun feels unsatisfying due to the ridiculous spread and slow projectiles.
  • The health bar (and UI in general) is too small.
  • The movement feels sluggish and imprecise with the slow walking speed, automatic wall-jumps, and sinking into the brass.
  • Missiles feel incredibly wonky. They turn on a dime and it doesn't seem like you can shoot them down, but half the time they just pass right through you.
  • Those machine gun turrets have way too much health.
  • 90% of the game is just waiting for the brass to build up.
  • Why does the character sometimes float in midair? I noticed it a lot while trying to jump over the boss.
  • No idea how you're meant to avoid contact damage/getting shot point-blank by the boss. Only beat it because enemies do fuck-all damage.

The shell casings building up is a neat gimmick, but I don't think it has the longevity to base an entire game around it. It's basically a glorified auto-scroller.

You don't actually have to wait for anything. You can get to the boss in 1 minute. You get to hover both from gun recoil and from shooting enemies, which is how you keep staying midair and preserve momentum.

You can jump-evade and momentum-evade boss attacks, as well as parry projectiles and the head, so in the end it's only risky to get stuck below him and when you are overly aggressive with the kicks.

Machine gun turrets still die to one hit from anything else than the gun, so you can take them out immediately with one good kick, sneak up or break through with momentum when that fails.

Holding trigger is for... immersion. The thought of making it automatic passed through my head, but it didn't sit right with me.

I'm not sure what do you mean by automatic wall jumps?

Thanks for playing.

(1 edit) (+1)

>You can get to the boss in 1 minute. You get to hover both from gun recoil and from shooting enemies

I didn't even realize you get pushed back by the recoil with how chaotic it is. Why is it only when moving downwards, though? And why would shooting enemies make you float?

>You can jump-evade and momentum-evade boss attacks, as well as parry projectiles and the head

I didn't notice that jump evading was a thing. You're only told about it in a tiny message that stays on screen for a few seconds while you're being swarmed by bats. I still don't really understand how it works. Does jumping just give you I-frames at the start? I have no idea how parrying is supposed to work; "...everything is a wall" tells me nothing.

>overly aggressive with the kicks

The what?

>sneak up or break through with momentum when that fails

The game gave me no indication that stealth is possible, or that there is impact damage or even momentum-based movement. If anything, I assumed touching enemies damaged you.

>I'm not sure what do you mean by automatic wall jumps?

I only ever wall jumped accidentally, and since there's never any downtime to experiment I felt like it was happening by just pressing Space near a wall.

Recoil is always there, but it's nerfed right after the jump (the controls would suck a lot without that) and sideways it's building up gradually. Hover from shooting enemies doesn't make much sense but it does its job gameplay wise.

>>>overly aggressive with the kicks

You can dive head first into the boss and deal impact damage to it, and then also start kicking its body parts, but the last part is risky because you can lose i-frames by accident.

>The game gave me no indication that stealth is possible, or that there is impact damage or even momentum-based movement. If anything, I assumed touching enemies damaged you.

This assumption kinda makes sense since the game starts with a swarm. It's not exactly stealth, but the wall gives you an opportunity to get closer and swoop in, and you can dig from below too.

It makes sense now, I neglected the UI scaling there so the tutorial wasn't readable or visible enough.