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Iv never left a comment before but this game genuinely made me smile. played the levels a few times until I got gold on them all.
Definitely brings back the good feeling of good old star fox game play.
Having the girls different powers back you up feels really nice.
I will say having text under Lana and sirens ability's just saying "Hold button" would help. I figured it out after one press but some may just look at that and think its not working. 

Every level felt really nice to play and I never felt like I was in an unfair position. over all level design so far is great. My favorite was actually the water level I loved going through the water and using the boost? not only shows you the importance of the boost and slow down mechanic but gives you a actual importance to it. The secondary level format of Lana's level going through the pipe or not if you have enough boost is also a great use of that! I hope in later levels you do the opposite where slowing down can revel a secret entrance or having to slow down to dodge a falling object, etc.  Other than that I have no complaints when it comes to level design. absolutely solid.

I will say I did feel a bit restricted on movement. I feel like the screen shows more than you can actually position your self in.   if not just a tad bit. this in its self is not a bad thing but causes a miss conception for movement in some parts of the levels. in the first 2 levels the intro level and the jungle level it felt fine as most of the map layout real fit the cameras position and limited space. but both t he water level and mining area felt more open but still the same amount of movement so it just feels restricting when its not really? idk how to explain it properly.  

The boss fights were PERFECTO! They all felt different and engaging in a way that really sparked me wanting to play more Starfox again hah. I will say if you add a dificulty to the game with a "hard mode" some of the boss attacks could be changed in intervolve to make them much more fun.
Just an example: the plant boss has a spin attack that rises up, just reverse that going down on a hard mode every now and then. The beam attacks could fire from two at a time so you have to position your self better.  firing in two volleys one at a time so you cant just whale on it until it charges. And lastly when it spins around to bite you with the hands, just make the hands attack in a cross pattern instead of circular. that would slip up quite a few people to pay more attention. Again this is not a requirement by any means I just really enjoyed the boss fights and these were some ideas for a hard mode. 

Lastly the weapons. I like how each weaponry feels different and has its  own use but right now they all feel kind of lack luster compared to just  Gatling shot. Gatling shot can deal with anything with how it works right now if you aim well enough (again not a bad thing just an observation) Meanwhile the other guns either fire to slow or have a wind up that causes them to over all do less than the Gatling gun. I found my self going back to the Gatling gun every time.  One thing that could fix this is slight adjustments to the attacks.
Flame wave feels less like a wave and more like a half charged shot. it has maybe two uses in the jungle and water level where it really helped me out. but other than that the Gatling was better because I could shoot targets faster. even in groups. Where as the fire wave was to small and fired to slow to weren't me to use it. (Though it dose completely destroy the pirate boss, combined with the goblin satchel charge.)  So the suggestion is very slightly change the attack pattern to be a literal wave. so it fires a small line not a circle that has a better chance of hitting enemy's neck to neck  so you have an easier time using it as its slow and fires slow.  This wouldn't change its damage out put but would make it work better with how its described to work.  It would also set it differently form the charge shot which is insanely underwhelming compared to the fire wave. I can fire 4  fire waves by the time I charge and lock on with a charge shot. 2 of  those shots deal the same damage as a charge shot. with almost the same damage size. so it just feels useless right now which sucks because its my favorite LOOKING attack.  the other thing I noticed is the explosion's its self is so small and hits maybe 2 enemy's if there very close together. when there's small clusters of enemy's you cant even clear fast enough with the charge shot because again, it takes to long.  So maybe make the explosion's a bit bigger would help. doesn't need to deal more damage. its boom is just to small to be useful over Gatling gun. Which Gatling gun is just better power canon in every way. One you have to hold down or rapidly click to get the 3 shots off which at that point your just using a weaker Gatling gun. or accidently using your charge attack It would be much better if the power canon was genuinely a power canon. firing 3 big single shot beams after one click like a burst fire. instead of having to hold it down.  meaning you have to aim better than the other guns but get much more reward for it if you do aim.

WELL that's about it. Sorry it was so long winded but this is the first game iv seen that immediately got me to go "yeah no this is great." just form the intro level. This genuinely made my week just from the game play alone. hope to see more! 

Thanks a ton!

I have seen a few comments on the movement feeling restrictive. It's something I'm going to experiment with a bit in the coming builds.

In terms of "Hard Mode". It is likely that the difficulty will be increasing the 2nd wave of levels (Each planet will have a 2nd level). If not "difficulty" then at least complexity. There has been many times when making these bosses where I added attacks/mechanics, then took them out because i thought "ehhhh maybe it's a bit too much"(especially considering it could be their 2nd level due to initial levels being open).

As for weapons, at the moment I agree that the charge shot is very weak right now. I will likely increase both it's range, and it's damage. It had utility at one point, but since the addition of Wave and Pix's Satchel, it's practicality has dropped off. I'm going to wait a bit before adjusting much more though. The "Classic" kit is very much designed to be a higher execution set. Power Shot actually does about 30% more damage than gatling when shot well (though it requires timing). Charge shot can also technically be shot quite fast, but even so, I do agree compared to the other AoEs it feels a bit pointless to use aside from some very niche things that really benefit from the lock-on.

I don't want to change TOO much of the balancing right now, as some of the levels can bring some massive value to certain weapons. (ie in Titas, the level in development right now, the charge shot is actually quite useful due to the way enemy clusters are done in that level)

Not only that, but there is another Primary fire, and Charge shot type planned, which can shake some of that up even more.


Glad you enjoyed the game!

Awsome! im excited to see all of this in the future!