I really like the idea of doing a cute bullet heaven / Vampire Survivors-like game. I liked the overall look and feel of it. I thought the animals and hearts and coins look particularly great. The enemies clump together pretty quickly, and I sometimes had some difficulty understanding if the attacks were actually firing into the clump (particularly the comet attack). Enemies seemed not to react very much when hit by attacks, so I also wasn't sure sometimes if attacks were hitting. I might suggest having some kind of strike/hit animation, knockback, or animated health bar reduction to make it more obvious. I wasn't sure what the coins did; they seemed to accumulate, but I wasn't sure how many of them I needed to trigger a reward. I saw that there is a clock counting down (I assume to the boss fight?) but it didn't say what it's counting down to. When choosing upgrades, I wished that the game provided a little more information about them to make the decision more interesting and help you plan what kind of build you want to work towards. For example, I wondered how much damage each potential attack does. Thank you for sharing the demo!
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Thanks for playing the game and for your valuable comments!
I'll look to see if I can make the comet hit more obvious. There's an explosion effect at later levels of the comet, but I might add a smaller "boom" thing for the earlier levels for it's more obvious, thanks for the feedback!
The coins are meant for purchasing player buffs in between games, sounds like I should make it more obvious!
Regarding the skills, I've given some thought into a sort of "skill preview" of sorts, but it's a lot of work, so I'm still on the fence about it. The intention is to have each skill (at the same level) be roughly equivalent in terms of dps, but I haven't really balanced the skills yet.