Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

First off, you have superb player feedback. Sound effects make it easy to tell when the player is being fired at, and never feels like the player is ever put into a position where they are caught off-guard by something damaging. With how frequently damage can occur between both players and enemies, I think it was a good choice to relegate that to the player and enemies merely turning red for a moment after being damaged, so it doesn't get overwhelming.

Your gameplay is really solid; firefights are engaging without feeling unfair. The controls are awkward to use at first, but they're able to be adjusted to after using them for a short time, and I think their restrictiveness actually adds onto the game some. The gameplay accommodates the movement system pretty well. It also creates an interesting dilemma when it comes to health pickups, as if you wind up flying past one and have to course-correct to reach it, you will probably not reach it in time. Thus, the player is forced to decide whether or not they should keep moving towards an enemy they're about to defeat with the hope that the enemy will drop health for the player. This is fun, but it also makes it a bit frustrating when you choose to dodge around an enemy and wind up missing some health

The level design is a mixed bag to me. My biggest complaint with it is that there feels like there's a lot of waiting between waves of enemies to spawn in the first two levels. I wind up flying through space for ten to twenty seconds at a time, and when there's nothing for me to do, it feels a bit boring. I think some indication that an enemy has spawned around the player might help with this, since I think part of the issue is that enemies were spawning on the opposite side of whatever direction I was moving in, meaning they had to catch up to me. The difficulty ramp of the game is very well paced. The new enemy variants in each level make things feel intense without feeling like a massive spike in difficulty, and each of the bosses feel stand-out without being a cake-walk. Very good work here!