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(+2)

Amazing idea, I like the pace of the game and the combos. This win many originality points, things to improve may be:
- Hit feedback: You don't get much feedback when you're about to be hit or when they hit you, so unless you're constantly checking your health you don't exactly know if you're doing it great or not.
- Hit anticipation (you don't know when you're about to be hit, it just happens, except for the long arm ones).

Everything else is amazing.

(+1)

I agree, sometimes I look up and see I've lost a lot of health. I guess we are missing a take damage sound and maybe removed too much screen shake when hit... What we do have is the blood indicating direction and the health bar doing stuff. Any suggestions on how we could have done? This is one of the harder things in game design i think...

Thanks for playing and writing feedback!!

(+2)

Hit anticipation could have been improved mainly by sound clues as visual clues would be hard to see due the nature of the game's artstyle which is very vibrant by itself, also the music will obfuscate a lot the visual too (sounds also interact with visuals, so a more intense music will cause visual hints to blur a little). The only way I would have done it without changing the entire art direction is lowering the saturation and light a little of the overall game and using neon lights in general to indicate danger + sounds. Regarding the damage it would be cool a more distinct sound and that the music muffles a little.

(+1)

Thank you very much for elaborating! Good input!

Great feedback, thank you very much ! <3

The hit sound was planned but lost to production unfortunately :( About the hit anticipation, the screen borders were supposed to emulate that a little bit, we took inspiration from killbug on it. But I think it lacks sound and other stuff to really be useful (also blues and yellow attack you from outside the sensor range so it's barely useful for them).