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(+1)

Pretty fun!

Love the style, though the separation of enemies & objects (crates) from the background was a little flat.

The movement possibilities are amazing, though there's too much going on at once in the beginning. On top of that reading the tutorial text which I missed entirely in the beginning. Plus getting shot at while reading, and trying to get the hang of the controls... it's just too much. I was just spamming all the buttons to get through the first level, then did the practice level. The practice level was fun enough for me to try the second level as well. Had an intense boss fight, only surviving with a single bar. Sadly, when I tried to take a screenshot, I only got a black screen. Standing on the pile of cases reaching up to the light was pretty kino.

The level space feels kinda crammed and small for how fast the movement can be. The second level feels better than the first in that regard. Also, there are a lot of low ceilings, which are somewhat annoying not being able to jump through as a bullet, because the minimum jump height is too high for them it seems. I wished for more open movement space.

The weapon doesn't feel very impactful or enemies felt like bullet sponges instead of getting shredded, so I'd just jump past them if possible - it was more fun jumping around than fighting enemies. Also, the feedback on damaging enemies isn't entirely clear, like the swarm that's circling on the spot can't be shot? Can't recall right now. I didn't try to get the secret weapon, maybe that makes a difference.

Becoming a bullet is fun, but from my initial impression in the first minute I was looking for more bullet shredding type of gameplay. Seeing the bullets piling up is a lot of fun. Is there a mechanic to jump out of the pile? During the boss fight I'd climb up and bullet dive into the pile. I was expecting to somehow burst/explode out of the pile into the air.

The climbing mechanic (W) and the blue platforms weren't enjoyable at all. Climbing feels unnecessary when you have all the other movement options like wall jumping, ascending by shooting downwards, etc. (There was also some sort of air dash? Not sure, I just spammed jump in the air and would gain height and a red circle popped up.) Also, the blue platforms were hard to see.

The health bar is too far away for my taste, having the action in the center around the character and the crosshair. While the visual feedback of losing armor bits is nice, the bar could be right next to the character or at least in the center of the screen (top or bottom). Also, I got the feeling that with less health the character got lighter? As if I could jump higher or boost my self easier. If not, that would be an interesting trade off: low health for more speed. Also, not sure if there was a "health tutorial section", but I thought the green health thingies were enemy projectiles or something like that.

The crosshair looks kinda dull and doesn't fit the rest of the art imo. And the camera movement is somewhat annoying when I want to shoot behind me to accel, but the cursor/camera jumps into the room where I just came from.

Not sure if I mentioned it already, but is there a toggle option for shooting? I was just holding LMB the whole time. Is there a reason to ever stop shooting? I guess some passages could fill up, but not shooting feels wrong, especially that it takes some time to get the fire-rate up, lol.

That's all I can think of of the top of my head.


Overall really nice. Great gameplay, art, effects, sounds, UI. And only 75mb.
As a kid I would've played it to death.

Thanks a lot for all the feedback. That will help me a lot with tweaking.

it was more fun jumping around than fighting enemies. Also, the feedback on damaging enemies isn't entirely clear, like the swarm that's circling on the spot can't be shot?

You can do both actually by wall jumping off enemies and then finishing up with the gun. I'm not sure if not having an explicit tutorial for melee kicks was the right choice, but I'm hoping it's a playstyle that gradually catches on in a few levels. The circling swarm is a last minute reskin of a prop existing only for levitating tutorial.

Is there a mechanic to jump out of the pile?

I have this on my TODO list to try out. It's possible right now by abusing physics.

The climbing mechanic (W) and the blue platforms weren't enjoyable at all. Climbing feels unnecessary when you have all the other movement options like wall jumping, ascending by shooting downwards, etc. (There was also some sort of air dash? Not sure, I just spammed jump in the air and would gain height and a red circle popped up.) Also, the blue platforms were hard to see.

I agree and it's more of a failsafe in case the levels become too fucked up for comfortable platforming and for players who tend to play a bit differently. The air dash is the ledge jump since it has a generous range.

Not sure if I mentioned it already, but is there a toggle option for shooting? I was just holding LMB the whole time. Is there a reason to ever stop shooting?

It was requested a few times and I'm considering it but I'm being stubborn about it.

(+1)

Understandable that you don't want to put a toggle on a shooting mechanic. Maybe have some mechanic that builds around it?  From the top of my head:

-> overheat when shooting too long

-> take more damage (or deal less) while overheat is active, but no other penalty that would break the flow of the game

-> while overheat is active, if you stop shooting, you get a "boost" on air parrying/deflect/reflect

-> boost will:

  • cooldown (remove) overheat effect quicker/instantly
  • increase damage for some time or something similar modifying the weapon
  • quickly upwind the gun, to make up for the time spent not shooting and instantly getting back into the shredding


Also, trust in your movement mechanics when it comes to the ledge grab. My frist thought on the wall jumping was "Meat boy", because it felt so solid.


Just my 2c.

Thanks for the ideas. There is a lot that can be done with releasing the trigger and I have to get to it (I have prototyped an air dash recoil by "respinning" the minigun but it was meh). Overheating is in a weird spot because it introduces warmups and cooldowns (no pun intended) that could encourage player to wait which is the opposite of current design. The last point is something I wanted to add for sure for burst damage.

Now that I think about it I can make complex overheat mechanics work through optional upgrades which would help me explain those mechanics.

It's not like ledge grab is required overall, it keeps horizontal momentum and it will have some interesting interactions (ie. swinging around into bullet form killing machine).

I see. I'll be looking forward to see what you'll come up with. Godspeed.