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(+1)

The art especially on the game page is great, in game I liked the BG and then the player and enemy designs most. Sadly the gameplay wasn't very fun the player felt floaty? and the enemies flew into a point and then behaive as turrets. I think the enemies needed some variation even just something like 10 shots the 0.5 sec cool down would have felt more organic. I really do like your art and if you made the BG effect that was very impressive :)

(1 edit)

Thanks for the feedback. I think one of our misstake was to make to many levels. We have some ennemis that come later (in total if I remember well we have 12 different ennemi types with very different patterns including a boss). I'm not sure I understand your recommendation though. The background effect was made by our shader artist and sound designer during the jam.

It just felt very systematic, like the turrets were always trained on you. It felt a little unfair so my suggestion is to break up thie enemies firing/ aiming a bit (cool downs, ammo count then reload) would make it more fair possibly.

(+1)

It's true that the ennemis that fire bullets don't have different behaviours we could work on that. I'm a bit sad the other types of ennemis come so late because I think they have more fun patterns that perhaps would feel more fair. We have one that behaves like the dvd logo and bounces on the edges of the screen firing some bullets and leaving a trail. We have one that teleports every few seconds and fires a missile on the player frequently that explodes and releases bullets. We also have one that doesn't shoot bullets but gives a preview then moves quickly towards the player (inspered by sans lasers from undertale).