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(+1)

I really like the retro vibes and the idea you have here! It definitely needs a bit of polish but I think you've got a great basis to work on. I did play the 0.4 version initially so this may be fixed but I also got stuck in the intro room like the previous poster did. Adding an in-game menu to that area so you can restart if you get stuck would be a great addition. My biggest feedback with the actual gameplay is that the upgrade enemies being such a little red/mostly transparent can make it very difficult to tell if it's an upgrade you can pick up that is flying towards you or if it is an enemy that still needs to be killed. Also, the game seems to really want to be a run-and-gun shooter which is great. But because of this, I never got to choose an upgrade because I would be shooting when the upgrade menu popped up, immediately selecting something before I had a chance to select them. Freezing the game and locking inputs for a second or two would really help offset this or simply using a keybind like 1-3 to select options instead of the mouse click so that firing doesn't lead to accidental ability selection. Otherwise, I think it's a great project and you definitely nailed the nostalgia.

(+1)

Thank you for the feedback! :D

I agree with the enemy's feedback 100%. I feel they even blend a bit into the floor. I am in the middle of redesigning the enemies art for V2 at the moment, and I will take that into consideration for the new design.

The upgrade menu definitely needs an improvement. I am adding in an animation for when it appears + disappears, so I am hoping that delay for the animation player to finish should fix that issue!  Also I like your idea of mapping the selection to keys as well. I will play around with keyboard input rather than mouse for powerup selection!

(+1)

Those sound like solid ideas. Depending on the animation, that might be exactly what it needs to prevent the accidental selections.