Really love the vibe and flavor of this game, very charming. I didn't have any problems with the control scheme, personally. I love how the enemies dissolve onto the ground. I like how the ninja fort is shaped like a shuriken. Although you may as well have called it a ghost fort. You can still press the Quest button after your entire party dies which prompts an unholy audio hell of repeating menu noises. I presume that a game over state will prevent this but figured you should know.
I'm confused about the Skills and Items, I could never get any of em to work.
If I try to walk off the edge of the world in the Ninja fort area, the game crashes for me.
Keep up the good work can't wait for the full release.
BinkleyBeardman
Recent community posts
For the most part I'll echo the things everybody else is saying:
Excellent art and polish, initial trouble with controls, fire does too much damage, chests are finicky etc...
Personally I never figured out how to air dash so it might not hurt to have the relevant key combination
as a detail in the inventory page for morons such as myself. Speaking of the inventory I wanted to suggest
either making the chests specific colors based on the loot contained therein or making the text of said
acquisition colored based on the type of item it is. Every time I picked something up I needed to break the pace
and go to the I screen to even determine if what I picked up was a technique or a weapon or anything else.
Besides all that, you got yourself a Twitter follower and I'm eager to see how this title progresses!
I'm a huge fan of shmups and thank you for bringing another one into the world. So I'll just rattle off a couple things I noticed, and take the placeholder assets for what they were.
+Really like the speed-change ability, helps to adapt to both more precision projectile avoidance and quickly getting out of harm's way for huge boss attacks.
+Music and sound effects are solid. I don't know if those were ripped from anywhere, but hey they work.
+Weapon upgrades work like a dream, shootan is just sweet in general.
-Hitting the big cube enemy with the Homing weapon didn't give any indication of collision unlike the default blast.
-Fisting boss looks a little jank when he swaps immediately to the open mouth sprite without any indication of charging the laser.
-If you Game Over right before the "Warning" text, it still plays so that both the warning and the game over text overlap each other.
Overall, keep up the good work.
I'm a huge fan of shmups and thank you for bringing another one into the world. So I'll just rattle off a couple things I noticed, and take the placeholder assets for what they were.
+Really like the speed-change ability, helps to adapt to both more precision projectile avoidance and quickly getting out of harm's way for huge boss attacks.
+Music and sound effects are solid. I don't know if those were ripped from anywhere, but hey they work.
+Weapon upgrades work like a dream, shootan is just sweet in general.
-Hitting the big cube enemy with the Homing weapon didn't give any indication of collision unlike the default blast.
-Fisting boss looks a little jank when he swaps immediately to the open mouth sprite without any indication of charging the laser.
-I think the mountain backdrop could use some animated elements like low opacity clouds or something that continue moving when the screen locks for a boss battle; just to keep the whole thing from feeling so static.
-If you Game Over right before the "Warning" text, it still plays so that both the warning and the game over text overlap each other.
Overall, keep up the good work.