What did this game do well?
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The overall aesthetics of the game is really fun! Having the enemies spawn in random area makes for a good challenge. I also enjoyed how in each level, the train gets bigger, making the players feel that they are advancing to the next train cart.
The graphics look nice. The movement and shooting is smooth. The theme is interesting. The sprite work is amazing and fits the theme well. The use of PCG to randomly place items and enemies is also very interesting.
The controls are very smooth, and it's intuitive to play. I liked how accurate the aim was, and the feedback provided by the health bar.
I think this game's attack mechanic, both for the player and the enemy was done well. Especially how the enemy can rotate while attacking which adds some spontaneity. I also think the art for the background of the train was great. I think the PCG for enemy spawning and potion spawning was done well.
the environment is cool
I like the game elements like the shooting running and environment it feels really well done
Good randomized spawning and health pickups. A consistent aesthetic
really cool, visuals really well done, isometric feel was interesting
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What could this game have done better?
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Since the game layout is isometric, I think the camera could be zoomed in a bit more on the player. I think the collisions could also be improved because sometimes the players cannot move, even though the isometric view shows there is room for players to move.
The game could have incorporated more feedbacks. The enemies' rotation could be locked so they won't spin around like crazy when you hit or walk into them. Adding audio feedback and music can make the game improve a lot in my opinion. The use of PCG can also be applied to other things, such as map generation, to make the gameplay less stale in my opinion.
I wasn't sure what was supposed to happen after I killed the enemies. Did I win? New enemies don't seem to spawn (at least...within a reasonable wait time), but there's no indication that the game is over, or that it's advancing to another level. It's unclear if there's an overall objective in the current state.
I feel like the PCG could have been done better. I'm not sure what the differences in the train were from one generation to the next. If there were changes it went unnoticed and did not impact the game very much. I also think the game could have benefited from different enemies and different potions. Also, I think the game needed more feedback on when the player beat the level.
probably you can make the hp bar relatively static
I think the one thing this game needs is music with this style of game I was really expecting some techno beat kind of music. I was also a bit confused on the objective.
For mainly focusing around procedurally spawning enemies, I would have liked to have a bigger area to play with. It seems as if the room only really spawns 1-3 people, it would have been nice to have a larger area to see the generation flex its muscles a little more. It would have also been nice to have a tighter loop- the collision detection is off, enemies rotate when chasing and firing, you can stay out of their sight cones and shoot them from far away and they'll just take it, and you can outrun bullets that are shot at you. While none of these are PCG related, the central idea of replaying this level with different configurations falls short when the gameplay has this many holes. Not to be discouraging- I mainly just want to see what this would look like if it were cleaned up a bit
PCG felt a little limited, i also kept getting stuck on walls