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(+1)

Quite an abstract bullet hell! I liked the minimalist approach, as it pushes the player to think in space rather than attempting to impress with graphics. This presentation makes hit boxes pretty clear.

What confused me is the fact that I couldn't find a way to discern when I was going to die, not what exactly happened when I used the bomb (where to appear). Overall, I think that it shouldn't be about pointing errors here and there, but just about working a bit more on user feedback. If the player can predict the consequences, then hes more prone to think that he can win (the opposite is to feel frustrated).

As I said to some other jammers, I think that, in order to engage the player, it is best to progressively immerse him into the action. So I would avoid clutter at the beginning, making clear which objects will be good for him and which ones will kill him. Then I would slowly add more clutter into the screen until HELL GATES ARE OPEN!!!

Thanks for the feedback!

I’m planning on updating the game after the jam ends, any suggestions on how to remedy these issues?

(+1)

I would focus on providing more visual feedback and making difficulty progressive, instead that hard from the beginning ;)