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Notes as I play:

Tutorial is nice to have. I like the addition of the ammo belt twirling behind his back when fully revved. Alt tabbing causes the game to 'pause' between two frames it seems, which isn't too bad, except for how the rev sound effect keeps playing, it's a bit annoying. I assume it would occur with other sound effects if alt tabbed while they played. I think I'm finally starting to understand how the bullet mode works. Also the dodging/wall jumps feel nicer. The last tip about being able to maintain a hover by shooting a enemy bellow is cool, important to have that tutorialized because otherwise it isn't that intuitive.

Went into the game proper. A little rough at first, but the tutorial made it easier to adjust to the hectic gameplay. I like the new fall down and get up animation that punishes messing up. Managed to beat the boss first try, not sure if it got easier or if the controls being explained helped just that much. Overall, the game still looks and sounds great. I personally didn't find it too difficult to see every thing on screen per se, it's more like the camera moves so fast sometimes it can take a bit to fully grasp what's coming into your vision. 

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The last tip about being able to maintain a hover by shooting a enemy bellow is cool, important to have that tutorialized because otherwise it isn't that intuitive.

So I guess the current one doesn't cut it. I will replace the red bubble with a better option.

Managed to beat the boss first try, not sure if it got easier or if the controls being explained helped just that much

If you played the very early version that had no healing crates then it was nerfed a ton. After that I only made it easier to hit with kicks/spirit form/missiles.

it's more like the camera moves so fast sometimes it can take a bit to fully grasp what's coming into your vision. 

Could you elaborate? Do you mean platforming upwards, falling, explosion knockback, or aiming around? Time to try out some new smoothing tech.

Thanks for playing!

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So I guess the current one doesn't cut it.

Guess I interpreted it wrong then? I did figure that you can sort of hover when shooting it to the ledge, though that was abit weird. Also, that tutorial part should be edited a bit. As it is, you can just wall jump on the right side to make it to the ledge. Could probably add an overhang so you have to use the mechanic.

Could you elaborate?

There's falling and going into drill form. Also wall jumping on a bunch of projectiles/enemies consecutively which causes at times high speeds, as well as when you ride a rocket upwards. That said, I suppose a solution could be as some say to make the gameplay easier to read. For example, runner/speedrun games can be very fast obviously, but they are usually easy to read so it's not that bad in conjunction with fast intake of information. Sorry if it's a bit vague, having trouble conveying what I'm thinking.