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(+1)

Really cool concept. I was very impressed by the way the bullets pile up and are usable as a platform, that is a very cool mechanic indeed. I found some of the movement - with regards to wall jumping/climbing - to be a bit janky feeling. Not exactly sure  what, but maybe it would benefit from more of an outward velocity when breaking from a wall? Not sure. The art, music and vibe is all very cool as well, and the floaty mechanics when shooting downward was fun to figure out. Jump + kicking is very subtle and I think you need to make it more obvious or add in a separate kick button, I could not tell what was happening as I repeatedly tried to kick the shielded enemy. Also, jump invulnerability is a very odd choice.. makes more sense to have a dash or shield or something (just my personal opinion). Also, I was able to trigger the centipede boss without entering the room, and thus was able to stand in the doorway and shoot it from safety.


Overally, very good work + progress!

Thanks for playing! I really need to close in on the wall jump issue, as I'm getting mixed feedback into both extremes between good and bad. Are you doing long wall jumps or do you release jump button immediately?

Jump invulnerability is similar to DMC. In this game it has a niche in avoiding damage when you are on the ground when parry is hard to do (and you can follow up with a kick too).

(+1)

Hmm on another playthrough the wall jumping isn't so bad. But the jump + kick functionality is really really janky. I tried to kill the shielded guy multiple times using the jump + kick and I couldn't get it since I did it the first time.. there doesn't seem to be any animation that shows you doing a kick.. its quite confusing.