Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Swell game, very fun, interesting take to bring-in the player agency back into the autoshooter genre (the survivor-genre, in your words). Thoughts:

- As the game progresses, the sheer number of enemies certainly bring in that feeling somewhat, when you get escalating upgrades that lets you either run away faster or deal with the increasing hordes better.

- I love the aesthetic you're going for. The art and music really blends well to create this insanely, intense feel - similar to ULTRAKILL kind of vibes. Great choice to go for the breakcore kind of music. Only concern was the fact that's its really hard to tell where you're aiming (lack of a cursor) and where enemies are. Otherwise, love it.

- I think you're missing some potential here, as you're going for a survivors-like horde shooter. Since you're adding back player agency and adding a twist to the autoshooter genre, the kind of gameplay you're going for might differ abit. I think the skeleton is there,  consider streamlining the upgrades you get so that rather than just "stats increase" upgrades, you just get more "weapons" alongside your main gun - this lets people understand the upgrades they are going for much easier - similar to Vampire Survivors.

- Piggy backing on the above comment, I can't quite say for sure how you should consider augmenting the gameplay - you can either give the horde some form of range attack, or change up the arena at intervals. The fact that you can attack and destroy spawners is  great mechanic on its own and is an interesting path to take. Maybe different spawners spawn different enemies with different behaviours. It's hard to say. It depends on what kind of feeling you want to evoke.

- Controls feel alright, arena can feel confusing as I can find myself backing up then all of a sudden, didn't really realise I hit the border. Perhaps give the ground some texture, so it's easier to tell if the player is moving, or has stopped.

-The gunplay feels good, it has this erratic spray-and-pray feeling to it which is great for this kind of hit-and-run style of shooter.

- Game is honestly fun though. I find myself replaying a few times to really get a feel of the game and upgrades - good start to the variety of upgrades you have.

Very solid prototype and I enjoy the work you've put into this. I'll be keeping a close eye on the progress!

Appreciate the feedback! 

I am so glad you and everyone seemed to like the aesthetics! I love making retro PSX stuff, but I am not big on horror visuals which is the biggest use for the style so I am really happy it works with people :D 

Yeah I totally get enemies location issue and it has been a running issue for a bit. I was initially trying to go about using spatial audio for that like DD, but honestly even playing myself its exactly the best for this I feel even if all audio was added. After some feedback I am planning on placing a minimap somewhere. Also I can add a reticle if it helps. I can add that for features for the next version after the jam! :)

I can definitely add some more weapon types of upgrades! At the moment I have Cherub and Star Buddy which are roughly mapped to Friendly Ghost from 20MTD and the Bible from VS. I have a small list of potential others, and I can add those onto the next major update!

The funny thing about that is that there was supposed to be some more content. I have two bosses coded up that were supposed to appear around minute 4 and 8, along with two new elite enemy types that spawn similarly which are similar to DD’s spider and the Tree from 20MTD and exploding enemies. DD has these unique enemies appear on certain intervals so I wanted something similar to keep things fresh. I had to scrap them since I really want to check the very core some more before expanding and for art reasons as too many default cubes would have been confusing I felt. It was a bit rough to have their AIs there but not ready for the game. I should have those in the next update as well as I am currently working on the art for those (with the feedback gotten from here as well). 

I am doing a V2 of the area, and I will take your points into the new design. I feel way more comfortable with SFX so I can try to add some noise texture to signal that a wall is being approached!

Thanks once again for your feedback! I will def have a new version out soon, most likely sometime early next month. :D