This is an incredibly fun game with a high level of completion! The level design is engaging—the first boss fight feels very satisfying, and the combination of the maze and poison gas at the end is perfectly balanced, emphasizing the player's strategic thinking. Defeating it brings an unparalleled sense of satisfaction! The design of the second boss is also excellent, requiring players to break the boss's shield as quickly as possible, which tests reaction speed. It's exactly the kind of game I love!
Ailr
Creator of
Recent community posts
Such a cool design! The battle with the washing machine was really hilarious, haha! Throwing bricks into it was pure comedy gold. The sketch-style art is also very unique. The dialogue is witty, and I’m really happy to see narrative elements included!
You’ve inspired me to keep learning Godot, and I’m looking forward to seeing even more amazing creations from you in the future!
Godot is a very charming engine! It’s very beginner-friendly, and the coding difficulty isn’t too high. I really appreciate your encouragement and recognition. I played your three games and definitely saw a huge improvement, haha! Your latest game is really fun—the battle with the washing machine is such a creative idea! I’ll keep working hard with Godot to create more fun and exciting games in the future! Let’s do our best together! 💪🎮✨
The art style is absolutely amazing! It has a strong mechanical and retro feel, and the use of geometric symbols adds a sense of religiosity. I mainly avoided the boss by using the recoil from switching weapons, but unfortunately, I couldn't defeat the second phase of the boss.
Also, it would be even better with music!
A very interesting game! The boss attacks are really cool, and for someone like me who enjoys dodging, it feels right in my comfort zone. Plus, the fact that successfully dodging rewards you is a great touch! I ended up reaching level 4 after just one round, haha. Although the boss’s health bar is pretty long, the feeling of leveling up is really satisfying!
The art style is absolutely beautiful! The music also creates a great atmosphere. The difficulty and design of the bosses are really interesting! I especially love the design of the second ballet dancer boss—it’s so elegant!
However, I almost never managed to dodge the boss’s sliding attack. Normally, if you time the jump just right, you should be able to avoid it, but I seem to have trouble finding the right timing.
This is truly an amazing game, and I’m looking forward to seeing more levels and the story in the future!
I’m really happy to receive your encouragement! This development has definitely been a challenge for me. I encountered many difficulties during the process, but I’m glad I persevered until the end. From not knowing anything about coding at the beginning, to now being able to understand some of the code logic and Godot’s node management by watching tutorials, it’s truly been a wonderful experience. I’ll continue to work harder on the development moving forward!
Regarding the dialogue system you mentioned, this time I used the Dialogic plugin. This plugin not only provides UI templates for dialogue systems but also allows you to directly trigger the dialogue box through signal connections in the code. It feels like it's sufficient for handling simple dialogues! Here's the link →https://github.com/dialogic-godot/dialogic
I hope this helps you! As a fellow Godot beginner, let's keep pushing forward together!
A highly polished game! The art style is fantastic, and the gameplay really fits the spin theme. The boss design is very intuitive; for the first boss, it’s clear right away that you need to target its eyes (which are also rotating open, haha).
However, the tank seems to have a hard time dodging enemy bullets—mostly, I can only barely avoid them by rotating frequently. Maybe I’m just too noob ;-)
Anyway, it's an impressive game, and I’m looking forward to more levels in the future!
As soon as I entered the game, I was stunned by the amazing art style—so authentic with that Japanese flavor. In this game, rush is the move I use most often. Since I’m not very good at rhythm-based games, I usually don’t get close to the boss for regular attacks. Instead, I focus on keeping my distance from the boss, storing up tapes and attacking, while constantly rush the boss’s rush moves. Once I’ve filled up my action gauge, I hit F to deal damage to the boss (it feels like F deals more damage). It took me about half an hour to defeat the first boss, and I always fail to block its laser in time… I’m still too noob.
Also, is the tutorial after defeating the boss mandatory? I couldn’t skip it by pressing any keys.
The gameplay design is excellent, and defeating the boss gives a great sense of achievement. The difficulty is just right for beginners!^ ^
Thank you for the feedback! Since this is my first attempt at making a game, I haven't optimized the health bar well enough. I plan to create a more visual and intuitive art style for it next. Regarding the boss's attacks, ideally, they should be avoidable using the obstacles in the map, but my code isn't working properly for that yet. I will work hard to improve the issues you've pointed out :)
Thank you for your feedback! Regarding the fullscreen mode, the ideal gameplay design I’m aiming for is a limited field of view, where the player can still perceive the boss's attack intentions. Since this is my first time making a game, I haven't managed the camera well, and the UI has a lot of shortcomings, which has affected the overall visual presentation.
The collision areas for obstacles were also rushed, which may cause bullets to spawn in hard-to-reach locations. I’ll work on improving this by adjusting the collision ranges. The UI and camera will also be improved! Thank you again for your valuable feedback!
Thank you for your feedback! I'm really touched to receive such thoughtful and encouraging comments on my first attempt at making a game! Regarding the issue with the health bar, you're right that I haven't optimized the UI well enough. I'll work on improving the display of both the player's health and the boss's health in the next update.
As for the camera... it's true that I wasn't sure how to adjust it on my first try, but the tutorial you provided is really helpful. I'll try to implement some camera movement, and this will definitely be a direction for improvement going forward!
Regarding the bullet hell level design, I was pleasantly surprised to find that the code in the tutorial is actually understandable! This is something I couldn't have imagined a month ago. The bullet-dodging mechanics are really fun, and I originally intended to design obstacles as textures that could be used to dodge boss attacks, but I didn't have enough time to write the code for it. I'll definitely consider this gameplay direction in future designs!
With your encouragement, I truly feel motivated to continue making the game! I'm so glad you like my character, and I really want to finish telling her story! Honestly, typing this out has moved me to tears. Thank you again for your thoughtful feedback!