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(1 edit) (+4)

Many great ideas here. Directing shots by being the target is a really fun idea, and creates an interesting dynamic with how to kill the enemies indeed. The visuals, sounds, UI and UX were all very well polished for such a short jam - even for a team of 6. I played it several times. Feels like you're shooting for a top 100 spot, and I think it's deserved - I gave it a max rating.

Switching gears to be way more nitpicky:

  1. The control tutorial could've been better. The first time I played I didn't manage to pay attention to all the controls. Ideally, you shouldn't assume the player knows the controls before they've passed a very basic test where that control is needed. But it's a only minor complaint, since I got it after 2 or 3 tries.
  2. The title screen was slightly off, aesthetically. I get that it's retro/neon/Tron computer style graphics but it still gave me a way lower first impression than the actual game did. Even the settings looked smoother.
  3. The audio feedback for losing health is good, but it'd been nice with a slightly more apparent visual feedback as well. I know there's a screen-shake but late game there were many other screen-shakes, so perhaps some color along the edges or something
  4. The XP bar blended in a little too much with the hearts indicator to me - I didn't notice the hearts as well as I wish I did. Perhaps also because the game generally has lots of "thematic graphics" like the background grid of similar width, which has no functional utility and confused me ever so slightly. In a bullet hell / arena shooter with decreasing breathing room, it doesn't seem very useful to me to have so many uniformly colored elements display the information I need. Perhaps you could've altered the looks/color of the player for the 3 different heart "states" or something.
  5. For the first while I didn't realize that you could go on the top side of the tank too - perhaps you could've started zoomed out to the entire arena and then do a quick zoom animation into the normal camera.
  6. I didn't like the chromatic aberration effect on the enemies. It's a bit distracting for an action-packed game, in my opinion.
  7. My hitbox was not incredibly intuitive , especially for the player's odd shape - but fortunately it wasn't too big to feel very unfair.
  8. Minor bug: The music stopped after a while and didn't come back. WebGL version, Chrome, and having it in an unfocused tab for a few minutes.
  9. Very minor thing - in the settings, there were tick marks but you could also set the volume to half between the tick marks, which seemed a bit odd (but the granularity is much appreciated)

I'm also curious if there's more to the slightly odd name EB-87 than the meme, and what I presume is 1987. And also the Michelangelo head as a player?

Here's a few screenshots from my playthrough: https://imgur.com/a/dyS9Z0C

(+1)

Wow, we thank you for the detailed feedback and intensive playtesting on our game. We would like to congratulate you on your highscore in our game, woo-hoo!(yes we checked hehe)

1. Someone did mentioned about the tutorial issues too in the comments. We're working on solving this issue in the next update which shall be coming very soon! Stay tuned!

2. For the title screen, initially we were thinking to have it being an animated background but because of time constraint, we decided to go with static bg. I guess if we were to make it static, we would decide on a more fitting visual for the main menu to better reflect our game.

3. There was a mention about this too in the comments. Initially we wanted to add a red flash but was cancelled because of time constraint. We'll think about it in future updates.

4. I guess we were too cautious in trying to keep the general color scheme more consistent, as in we didn't want the UI to look too distracting from the gameplay. We thank you for your input in this though, we'll look into it further.

5. Good idea! We noticed that issue happening too when we did our playtest, but we didn't know how to fix it. Thank you for the suggestion.

6. I guess it's a matter of preference, but we wouldn't want to exclude you guys that didn't like it. We will add in an option to toggle the effects in the settings in the future!

7. Regarding the hitbox, we'll make it smaller to fit the bullet hell style game.

8. This is a technical issue that we didn't know how to fix it as it is out of our scope.

9. I guess if it works it works! hahaha

About the naming, honestly we didn't thought much of it, and it sounds cool and funny to us at the time. Most importantly we all agreed upon it  :D 

87 just means the date we started this project! 

Regarding the player, it's a statue of David, which is very prominent in vaporwave aesthetics. In a way this makes him a main character of the whole vaporwave theme.

Again your feedbacks is really valuable to us. We really appreciate it! We hope that you will enjoy our new upcoming update too!

(+1)

Ah, looking up the vaporware meme I see the strong inspiration - and the enemies make even more sense now. I still don't get the 87 joke, but that's okay xD

Good luck on the jam!

(+1)

to explain the 87 part, it just means 8th of July, saturday where we started doing our project due to timezones. 8 just means 8th of July and 7 just means the 7th month of the year. So its essentially the date we started our project for the game. We didn't really thought much about the name, we were all just making jokes, thought of the word electric boogaloo, and just think, oh ya, lets just call the game, EB-87 as everything in the game doesn't really make sense AHAHA. hopefully this gives a better understanding. and thanks for giving very constructive feedback, and loving our game. Much appreciated from me and the team!