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(+1)

I want to love this game, the aesthetic and idea speaks to me in a deeper level, but man I have some issues and it might just be me being bad at games:

- I hate parrying, don't ask for precise inputs in a game where half of the screen is full of either bullets of gore bits

-you are asking too precise platforming skills on a game where the player is intentionally(I assume) hard to control

- W(to grab ledges) and SPACE (to jump) could be binded to the same key

-turrets are unsatifying to kill, they take too many shoots and as said before, parrying doesn't feel like a viable option. bullet sponges that look like they should die in 3 hits

-because you are hard to control and some parts need precise platforming, you can fall down often and lose progress, then have to do the same precise plaforming again(and fall again).

-boxes with HP should be both more obvious and more easy to break. a lot is happening on screen and I always ignore/miss them.

-turret energy bullets blocking your own bullets is bs


HAVING SAID ALL OF THAT, I LOVE:

-Aesthetics, I don't know with what devil you made a deal to have your art skills, but I want in

-the bullet casings staking is an amazing idea on itself, but how they affect the plaforming is cool af

-being push around by your own bullets: it just feels right to play around with the physics of your infinite ammo machine gun, I wish the levels were more horizontal to take more advantage of the speedboost it gives you when shooting at the opposite side you are moving

-boss battles are great, they have a good feeling to them.

-just all the animations of your character blasting away.



my recommendations would be:

- focus on letting the player have fun shooting things, platforming should not be the focus. You have a game were shooting is cool, let me shoot stuff.

-if an enemy can take a lot of shots(like the turrets) make their design look bulkier/armored.

-make destructable structures a bit more fragile, so it's obvious that you can destroy them




Whatever you make, you got me hooked.

There's nothing precise about parries really, both time and range is really generous so I don't exactly understand. As long as you don't spam and keep moving it's a safe strat. The bulkiness of turrets and boxes comes down to kicking or getting closer in general, but it's a cool idea to make them look stronger (even if you can actually one-shot them).

Ledge grab and jump merging is not an option, as those are completely in conflict with the intent of the player - imagine grabbing a ledge instead of parrying by accident.

-turret energy bullets blocking your own bullets is bs

I got that a lot in the first demo, though from my perspective it makes the battlefield more dynamic. Staying on the ground both forces you to move around because of the shells and the projectiles deter you from the pitfall of trying to snipe things.

-Aesthetics, I don't know with what devil you made a deal to have your art skills, but I want in

It's an exclusive contract.

Thanks for the feedback. I think once I pump out levels with less steep difficulty curve it should eventually click.