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(+1)

I love the color palettes, and I really like the sprites! They feel like a really neat in-between of galaxian and space invaders.

In terms of gameplay, I think the way you made the enemies shoot is very cool. Picking a random enemy to shoot every second or so is a neat way of increasing the difficulty as you clear a stage, as the last enemy you take out will be firing constantly.

In terms of criticism, I think the lowest row of enemies is a bit too low on the screen. Shots fired from that row go from being fired to killing the player in a matter of only a few frames, and it feels a bit cheap some times.

Additionally, I think it's missing a certain energy in the moment-to-moment gameplay. This is partially due to the fact that none of the enemy attacks are targeted towards the player. As such, the only time I'm in danger is when I put myself in danger, which means most players are going to go about clearing the level in a slow, methodical way. I think it would feel a lot more tense and satisfying if there were another constant threat to keep the player on their toes. This could even just be a time limit, so the player has to focus on clearing the enemies quickly in each level. It's a rule of thumb in game design that players will tend to interact with your game in the least interesting way possible (because that's usually the safest route to victory) so it's important to notice when that happens and force them to engage with the systems head on.

All in all, great job on your game! It's already pretty solid, and with a couple tweaks I think it'll be elevated to the next level.

(1 edit) (+1)

Wow! This is one the best reviews, if not the best so far! You are totally right about the last row. On phases that has enemies shooting faster bullets, the strategy is to clear the last row first and then the rest. About the slow pace, yes you are also right. I don't think another threat would be the way to go, because some phases are hard as it is. The use of time is actually interesting,I don't know why I didn't think about that. Although to implement this system, I'll have to test every phase to calculate the average time I spend to finish it. I'm not gonna be able to implement it right now, at least not these week, but in the future sure! This review is very enriching not only from this game perspective, but from all gameplay in general. Thank you very much for this, I've learned something!