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(+1)

I made it through and beat a story level, a few challenges and the shield boss hard mode, both encounters took 3-4 attempts. At first I disliked the bullet hell aspect but I can get used to it. It's just too prominent in the first level where you barely even get to shoot enemies at first (which is more satisfying than squeezing between). That said shield boss should have more attack telegraphing because the bullet hell segment has too much stuff happening and it's hard to react to fast pink projectiles when you are tangled in avoiding other projectiles. Same could be said for all other enemies if you are planning to make it bullet hell heavy.

I like the crushers because of the neat pathing you designed in the challenge. I got a weird bug where I somehow squeezed past horizontal one by clipping into the floor and then popping back out. That reminds me why I'm not using box2d and the likes.

I like that you left the recoil in but I'm still not sure about the gradual falling down without strafing key as I don't understand what purpose it serves.

Subweapons need better icons to be recognizable at a glance. Axe feels disappointing when it only hits once.

I need more story levels as the one segment I kinda liked isn't there anymore.

 It's just too prominent in the first level where you barely even get to shoot enemies at first (which is more satisfying than squeezing between). 

That said shield boss should have more attack telegraphing because the bullet hell segment has too much stuff happening and it's hard to react to fast pink projectiles when you are tangled in avoiding other projectiles. Same could be said for all other enemies if you are planning to make it bullet hell heavy.

noted


I like the crushers because of the neat pathing you designed in the challenge. I got a weird bug where I somehow squeezed past horizontal one by clipping into the floor and then popping back out. That reminds me why I'm not using box2d and the likes.

Designing crushers was pure hell. I totally understand now why most deal dmg on hit or outright kill you.


I like that you left the recoil in but I'm still not sure about the gradual falling down without strafing key as I don't understand what purpose it serves.

for some reason I like the gravity aspect very much, so much that's with knockback on shoot it's the main reason this game exist at all. I could say many things abut it, but I just like it on a visceral level. This said, if you check the powerups I added no grav and no knockback for anyone who wants a more classic shmup approach.


Subweapons need better icons to be recognizable at a glance. Axe feels disappointing when it only hits once.

I could try to add a mini weapon icon instead of letters, but I'll probably wont. Letters + colors setup has always worked in  contra and metal slug etc, why here should be a problem. I don't wanna defend myself, but imo it's purely memory adjustment, and that's fair. Remembering letters it's harder than having a weapon icon for pickup.


I need more story levels as the one segment I kinda liked isn't there anymore.

I havent cut it, I removed it for now because once I understood what the story was, that space setting was the last level (lmao).  But i'll probabily add some part of it in the tutorial area, since a setting of all grey walls is not sexy at all.

Thanks for the feedback man.

(+1)
I havent cut it, I removed it for now because once I understood what the story was, that space setting was the last level (lmao).

I hope the story is going to be good. This game has potential to retell all the weird shit surrounding the templars and it would make perfect sense to use space as metaphor for their sea voyages.