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(3 edits) (+2)

Very fun shmup game, where i need to take risk at timings i ain't familiar with.

Finding a good bullet pattern to gather multiplier is fun,
being able to tank damages at unusual timings is fun, 
being able to last that long in the rain of fire is fun.

However i feel like this game has not got enough play-testing.

For one, releasing the hard-earnt multipliers feel underwhelming, as i frequently straight up kill nothing, even with an overloaded energy reserve. Some kind of help in guaranteeing at least one enemy is being hit will be nice, say, part of the energy is homing, or i don't know, just give me more barrage of bullets will be great. At this point, i am basically 80% time not shooting and  19% time shooting barrage at the void.

It said in the description that my attack power is exponential, but compared to the amount of time not shooting, it is actually less than that.

As for the enemy wave, i feel like the waves are totally random? i makes me not able to shoot at any enemies for a long time, because i only see the suicide green fighters. I tired to ram my shield at them, thinking it would charge my attacks as well. I was wrong. I would appreciate a choregraphed stage that i can practice and recite, (but i have done that and it is hell-lot of work to choregraph a shmup stage, so...) or you can create some always-on enemy types that are more like ammo crates with legs (wings) than actual enemies, just like how Doom 2016 balanced their ammo crate balancing.

Man, such a nice idea, wish i can see a next version with better balancing :)

(Edit: Oh yeah having a guaranteed boss around is also nice, coz again you can guarantee some amount of bullets to harvest from. Just give it a boss health bar and you can reuse much of all your existing wave system. And make it so that killing the boss clears the screen)

(Edit: also the sfx choices was great. Super intuitive of what they represent. The music is kinda too chill though)

(2 edits) (+1)

Thank you for the very detailed comment! I'm glad that the core of the game is actually good. 

From what I understand, many problems are related to just tweaking numbers, it shouldn't be that difficult to fix.

Regarding the waves logic you're completely right, I got a bit overwhelmed :3 Yes, the waves are groups of enemies, and those groups get randomly spawned. This way you get a fresh run every time and I hoped to keep things fresh a bit longer. I already have plans on how to improve it though, since some groups as you said are not well built.

I will definitely pick it up again for balancing and smoothing things up, that's for sure.

i think one thing to change is to not stop shooting when the shield is not up (i.e. keep shooting unless the shield is up). That way you only trade "the amount of time not shooting" for the exponential bullet waves, and the enemy difficulty will be more constant if the player has semi-reliable baseline firepower.

I quite like hoarding bullet charges as tanking power. it gives weaker players a way to survive longer, while skilled players can throw the tanking away for a truly hung amount of attack power.

It would also be great to customize the charging weapon's type for diverse way of playstyle expressions. Say, homing photon missiles or a think ol beam, or just regular spread shots.