As a tech demo, its awesome, as a game, it's issues begin to show quite early. Firstly, there's not much reason to revisit the game other than getting a new high score, which for some is plenty of reason, but for others, it isn't enough incentive to keep playing, many roguelikes introduce random new assets into each run as a way of keeping the game fresh, perhaps elements of that idea could be implemented here to prevent the game from becoming stale. Another thing I disliked was the lack of communication, Wall Punch was one upgrade I didn't really understand, and since there's no real descriptions like in most roguelikes, I still don't quite understand what its supposed to do, it seems like it's meant to make it easier to resize the window by shooting its borders but I didn't really feel like it was doing that, and without a second guess I found myself rarely purchasing it, even a little description underneath the upgrade in the shop would be nice. Another thing I found was that many aspects of the game weren't too well thought out, one example of this is the homing upgrade, I would often try to shoot the border to expand in one direction but an enemy in the complete opposite direction of where I was firing would attract my bullets towards it and as I got more homing upgrades would eventually violently curve my bullets to the point I had to hug the wall I wanted to expand. This could've been solved by simply having a dot product check in place to see if an enemy is even loosely in the direction a bullet is moving, and having this get more lenient as you get better homing upgrades, but having it cap at 90 degrees left and right to prevent the violent 180 degree curving I talked about earlier. And since I spent so much time hugging the wall to expand it, it helped me notice another issue, since enemies rarely if ever spawn within the bounds of the main window's border, it led to many frustrating moments where I would get hit by something right offscreen when hugging the wall. Of course this wouldn't happen too often, and could probably be mitigated by solving issues that force me to hug the wall anyway, but it's a frustrating issue nonetheless, maybe there could be some sort of faint color-coded glow coming from the border of the window that indicates the direction an active enemy is in, with more "important" or objectively dangerous enemies having a stronger glow, and the laser star enemy having no glow, obviously. Speaking of that laser enemy, I noticed that it decreases spawn rates when one is active, this became a massive issue late game as the lack of enemies, and subsequently the lack of coins forced me into a monetary drought throughout the endgame, and made it too difficult to survive long enough to even get the money for a heal, much less find it with the growing price of shop rerolls draining my wallet before I could even purchase one. I could probably bring up many more issues but I think you get the idea, the gameplay is fairly flawed in many aspects, and since this was a game jam project, I'm not sure if you would be willing to update the game or if the intricacies of the gameplay loop's design were even that deeply considered, but its nonetheless an interesting project that shows off the idea of a multi-window and completely window based game quite nicely, I wonder if other games will do anything with this idea, maybe they already have.
chillco
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this game is great, its honestly just amazing, i do have a few nit-picks but thats really just me wishing for more, first things first i love the gun design for the most part, i love how the shotgun doesnt really feel like a standard shotgun in the sense that you learn to get enemies within a certain angle to deal high damage, but rather it feels more like a rifle with damage falloff, its a neat approach that i actually really like, i think it stems more from the fact that unless you shoot the ground you cant actually see your bullets and how they spread, so it sorta almost feels like you shoot 1 bullet with damage falloff rather than multiple bullets, secondly, i like the enemy design, the eyeballs are unfair but weak, which balances them in an odd counterintuitive way, which isnt bad, just unique, you can shoot them down easily but they almost always deal chip damage to you when they notice you, i also like how the first one seems to delay its attack just to let you get a shot in on it so you can get a feel for the shotgun before taking on the rest, that seem to actually attack you immediately, i like the swamp creatures, they have projectile attacks compared to the eyeballs hitscan attacks which clearly communicate "yes, you can dodge this", but the speed of them also clearly communicates "no, you cannot rush this" and forces you to keep your distance as you shoot them from a good length away, they are beefier than the eyeballs too, taking multiple shots, which makes them harder to take on in groups, which i also like, i also really like the way that ammo is distributed, if you use all your shots trying to clean out enemies ammo can seem scarce at times, but if you use your shots killing enemies only directly in your path ammo seems plentiful, its good balancing
now for the issues, i dont really like how health is distributed, with most enemies dealing a very small ammount of damage that adds up quickly, you very quickly are able to learn the strategies and patterns for each enemy, and kill them indevidually while only losing maybe 5-20HP per enemy, when you factor in that medkits give you a solid chunk of health back, and theres like 7 around the map, all of which are fairly easy to find, it makes combat encounters feel sort of loss-less, the only thing that keeps combat fun is the feeling that you MIGHT die, rather than the actual plausibility that you WILL die, if you lose 20 health fighting 2 eyeballs, its ok, theres 2 medkits sitting on the floating stone platform over there that can replenish that and then 100+ more HP if you happen to lose that much, on an unrelated note, the ADS mode on guns feels awkward, i can probably pinpoint exactly why though, when you increase gun FOV it causes movement of the camera to feel like it moves alot further in a single movement, because thats how cameras work, to fix this i recommend decreasing camera sensitivity when aiming down sights, to make it feel more like you are focusing on a certain area or enemy and less like you just increased the FOV on your digital CANON camera and are swinging it around, this isnt a huge issue though because i wasnt even aiming down sights most of the time, as theres no real reason for ADS at the moment, mainly because all the guns in the game currently have bullet spread, meaning the further away you are the less devastating your guns will be and thus using ADS to assist in long-range combat isnt needed, because long range combat means you deal less damage while the enemy deals the same damage as they would at medium range, this will probably change in the future though as you might add more long range oriented guns that will use ADS more, i just dont see a practical use for ADS on short to medium ranged guns like shotguns or assault rifles
overall, if i had to rate this demo out of 10, itd be a solid 8 or 9, not even kidding, while it has its issues it manages to stand out and be actually really fun, just wish there was more, maybe some sort of procedural maze-like generation mode in the future for more replayability? oh well, i guess only time will tell where this game goes, but currently its a big thumbs up from me