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(1 edit)

What did this game do well?


I played this game with my eyes closed and can still parry the projectile, very good handle of the difficulty of parry (maybe a bit hard for most players) Minimal design. Nice use of the color and shapes The sound effects are good. it fulfilled the requirement for using one button mechanic and made a fun reaction time game with sounds and designs The game did well in implementing a timed parry mechanism. The idea of making a single button parry game is good. The game is definitely minimalist in design and plays well with one input. The game tracks score and the use of color and sound effects help the user play effectively to parry the shots.

What could this game have done better?


The developer can add more randomness to the bullets firing and give player a more intense parry feeling. (make the enenmy more aggressive) or even add some rhythm to the bullet fire rate and turn it into a music game. By successful parry, their is not enough pisitive feedback, maybe parry and deflect the projectile by ‘perfect parry’ and kill the enemy. It was a bit hard for me to understand the game in the beginning. UI improvements can certainly be made. The game play could be more interesting if added more depth so that the player gets better at it. To achieve that, the difficulty can probably be non-constant and some chaotic elements can be added to it. they could have made the sound a little bit quieter they could have added more variations and speed Initially the indication of whether or not my parries were successful was unclear. It took some trial and error to identify what was a successful and unsuccessful parry. The indication of this could have been implemented better, since now it was only a colour change. In games like Sekiro, parrying can be done even at the last moment before the opponent strikes, which also leads to a ‘perfect’ parry. Parrying too early resulted in the player to be pushed back or take some damage. Keeping that in mind, I assumed I should parry here at the last moment as well. However, it seems like it’s better to parry the earliest here since parrying at the last moment only results in a failed attempt. An indicator suggesting that an early parry is what would result in success could have been mentioned. Making the score as the health is an interesting move, however, keeping a separate health bar could have been more intuitive. This game could have added a way to play again after losing