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(+4)

{Default compliment part}

Good quality for 48h, menu, music vfx etc, nice work. But i have to say about some future trubles (if you will expand project later).

There are things that feel easier to avoid, so player will try get only them like bullet size  have more profit cuz they have bigger collider, so enemys more offen touch it, and you still dont need much skill to avoid it. Opposite of this - bullet speed, now you cant be too close from gun, cuz your speed not enoght to evade. 

May be you should add score multiplicator for each debuff, that will be falling if player keep getting debuffs with same type. May be with debuffs, give a little player buffs, so player will think "i dont want take this gun perk, but this powerup will outweigh the disadvantage".

*Random gameplay opinion*. Anyway, GL mate.

(+1)

[Obligatory thank you for feedback]

You have brought up some pretty good points. In terms of game design, I'm uncertain as well whether this game would scale well. I think each upgrade will have parts when they are better than others. Off the top of my head:
- attack speed is good for late game to clear more enemies, but makes the bullet harder to dodge
- ricochet is good for early game as it helps clear those stranded fast enemies, but dodging bullets becomes a nightmare later

I think the upgrades work well for the game's current stage, but probably falls flat quickly. Perhaps having different levels with different enemies is the way to go, we don't want each session to take too long. The buff/debuff idea is interesting, reminds me of Shotgun King. That might be worth considering since the player doesn't scale in any way. 

Currently we don't have any plans to continue this project, but it's nice to get opinions on game design. Sometimes I forget that this jam is hosted by a game design channel lol. 

Cheers!