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The starting weapon is too loud, it feels more like a bonus superweapon. I don't like how moving forward on ground is slower than in air. Strafing feels pointless (it's slow, meaning skilled play disincentives it, the exact opposite of skill-based mechanics). Managing both bombas and subweapons is too complicated. Subweapons requiring ammo feels unnecessary. Projectile spamming/spawning enemies should have a windup animation, so you don't get hit out of nowhere (e.g., those plants spawned enemies on top of me). Enemy spawners should have a limit, as eventually they fill the screen and become unwinnable. Homing enemies trying to slam into you from your weapon's blindspots (up/down) feels lame, since not being able to aim up/down is artificial, and the game should not bring attention to that. 

The basic gamefeel, sounds, and graphics are great, but outside of that it's subpar. The mechanics feel slapdashed and don't blend together. 

Thank you for playing, and I'm sorry you didn't like my design

The starting weapon is too loud, it feels more like a bonus superweapon.

Apart from the loudness, this seems neutral statement. Anyway this was my intention, a twist on the classic pea shooter from this kind of games. Your shoot is so powerful that knocks you back and pushes the enemy a km away. It's also very powerful so you can have a fastflow of combat.


 I don't like how moving forward on ground is slower than in air. 

It's a diagetic way to tell the player "you should always be airborne".


Strafing feels pointless (it's slow, meaning skilled play disincentives it, the exact opposite of skill-based mechanics). 

Strafing is useful when you need precision movement, like when there are a lot of bullets on screen but not many enemies. Not all levels are to be approached in a "gotta go fast" way, ofc I'm still a noob at designing levels for my game.

Managing both bombas and subweapons is too complicated.

In what way is too complicated? 


 Subweapons requiring ammo feels unnecessary. 

that's my fault, because I shower the levels with candles/energy. In a more classic situation (or later levels) energy should be scarce, and you should think about using your subw or save energy. It's also my fault for not putting in a maxEnergy cap.


Projectile spamming/spawning enemies should have a windup animation, so you don't get hit out of nowhere (e.g., those plants spawned enemies on top of me). Enemy spawners should have a limit, as eventually they fill the screen and become unwinnable. 

you are completely right on this.


Homing enemies trying to slam into you from your weapon's blindspots (up/down) feels lame, since not being able to aim up/down is artificial, and the game should not bring attention to that. 

I could agree on this, but: 

You can fly with no limits, so the weapon blind spot is more a positioning problem. 

More on that, the subweapons are designed to aid you with that 'flaw': axe helps you for up, granades for down, laser for center far enemies. Bomba also hits 360° (I could amp the range thou).


The mechanics feel slapdashed and don't blend together. 

On some level I can agree on this. I've basically pick mechanics from games I like and put them in a blender. There must be a reason why there are no level based shmups; why they are called run'n gun and not fly'n gun; and all action games are also platformers with a jump.

What can I say, I like to make strange stuff. I have a lot of hammering to do, but I hope someone will like this shmup hybrid.