Very well presented and overall a chill (pun unintended) experience ^^
Some things I wanted to mention, safespots aside:
- Tighter spreads of bullets are really hard to avoid because the normal player speed is quite high, yet there is no focus/slow-down button. So dodging wide is the only way
- Turrets took quite a while to destroy, even with several fully-charged attacks, and there wasn't much visual feedback on when a turret is destroyed. It may be easy to miss the moment when you destroy a turret, considering everything else on the screen to keep track of
- I don't play horizontal shooters much, so the player hitpoint wasn't so clear to me. Some kind of indication, be it a hitpoint visual marker or a clothing accessory covering it, would have been nice
It's unfortunate that you ran out of time, as there really are way too many safespots which trivialize the game at the moment. Some aimed bullets and generally varied bullet speed could have kept the player on their toes. Still, I did enjoy the older anime aesthetic, and the sound effects felt very fitting. And the heroine on the victory screen was adorable, haha. Would love to revisit the game after you make some updates!
Viewing post in MSMG 2 jam comments
Oh and I forgot to mention, when I tried to launch the game in Firefox, it gave me this error:
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
It runs fine on Brave though so I could still play it. Just something to keep in mind, maybe a downloadable version could be helpful ^^
Thanks for the comment!
I think I made the base player speed too high overall, but you do slow down (at least that's the intent, I'm not sure if there might be a bug) when you press down the shooting button. I'm not really a bullet hell player, but I read online that that's something people like for controls... it seemed better to me than a toggleable speed, but I'm uncertain.
I fully agree with turrets being not very visually clear! I would've liked to add explosions, but there was no more time left. There's also a bug that makes them invulnerable on respawn sometimes... most of the time? Not sure what happened, there. :(
That's a good point! The hitbox is a very tiny circle in the center mass of the character, but I think something that you can visually register would really be a good idea. I'll have to see if I can add something.
Yeah! Some of my turret code turned out non-functional (Even though it had worked at an earlier time) and my time ran out completely, so it's unfortunately very unpolished in the gameplay department. I do hope I get around to patching the game and making it a bit better after all the effort put into the art and music!