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CozmicGames

102
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A member registered Apr 28, 2019 · View creator page →

Creator of

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Thank you!

Thank you very much for the feedback!

I find it really impressive that you have created a 3d game in just one month!

I also like the customization feature.

Gameplay-wise I have some suggestions though. I'd like it if there were a bit more acceleration and deceleration in the character movement, like this it felt a little stiff for me, keeping in mind you're essentially controlling a beyblade kind of object. That's also my second thing to criticize a little, maybe it was just my way of playing it, but I felt the fact that you're a beyblade battling against another, which sits in a mech kind of thing as a bss (at least I interpret it like this) and no way to battle the two beyblades directly against each other felt like the choise for the "characters" is a little underutilized. I didn't really feel like there's a specific reason why my character could'nt have been any other spinning thing, sorry.

But overall good work, definately a lot of work for one month!

Thank you for playing and for the feedback!

They each have a special ability and multiple other attacks, maybe you haven't experienced some of them they are partly chosen randomly, so it's not guaranteed you experience them all.

Thank you for playing!

You're essentially repeatedly stunning the boss so it can't do anything. This is actually intended, but not quite in this way. When you stun it, it stops moving for a few seconds (indicated by the intendity of the blue color), and you can shoot it's heart to actually deal damage, at least if it's not protected by an arm in this case, so you need to strategize it a bit.

Thank you! Sounds like you had fun :D

I already tried yours, it was really good!

Thank you!

Thank you for trying again!

You did a great job trying something new!

Maybe a suggestion: I really do believe it doesn't need more color. The more toned down style is really cool. What would however step it up a lot would be shading via normal maps and actual lighting. I don't know what engine you are using (if any) and I don't remember if there was a splash screen of one. But most mainstream engines should support nice 2d lighting with actual shadows and all.

This would look really cool!

Thank you for the feedback!

Some movement is supposed to be in a somewhat natural way, mostly the idle movement of the bosses though, which you typically don't see much of. At the beginning of each fight they are in idle state for a few seconds. 

I will polish it more though in a future update. I plan on developing this further into a full and complete version out of this more alpha state.

Nice visuals and fitting audio!

I found it a little bit too shaky, especially when fighting the cookie boss.

Really missed the opportunity to write "eat all 3 bosses" instead of beat, would've been funny :D

Really chaotic with that many bullets coming towards you, but I liked it, it was really challenging to dodge them but didn't feel unfair.

Good game!

It's a nice game, although pretty easy, like others said.

I could avoid being hit by most of the bullets by just moving the whole time, even right through them, and they didn't hit me most of the time then. And for bosses which didn't move themselves this made it extremely easy, just leave the cursor on them, keep pressing shoot and move around.

I'd like more complex movement from the bosses, this would've made it more interesting!

The physics feel really good in this, but I'd like more feedback if I hit the boss, some subtle camera shake or a sound effect or sparks or something.

I like the visuals, however I don't like the CRT effect (but this might be a personal preference thing).

I love the art, it's a great style!

I found the first 4 bosses quite easy tbh, I didn't have to parry a single time. The final one was more challenging then, but also there I didn't really need to parry, just dash away and use the time in between attacks to hit it.

I'd love for the parry to be a kind of build-up for a more powerful attack, with some cooldown then. This would make it more useful and also provide variety in your own attacks.

The different attacks are really cool and satisfying, both yours and the bosses, the collecting and shooting blocks is really cool!

Also that you can punch the boss though blocks is really fun!

Overall really fun game!

I like the simplicity of the controls, which lead to more complex movement!

I have the feeling though sometimes the deflection angle of my player doesn't really fit, I flew against a wall with a nearly 90 degree angle but got defelcted way upwards, which was a little unpredictable for me.

But I really like the idea of this! Could be a cool mobile game too because of the simplicity of the input scheme.

This is a really good game!

The spinning world is a nice idea, and while being something to look out but otherwise don't bother that much about first, adds to the challenge later, which is really nice in terms of progression.

I found the upgrading of your ship also pretty good and really helpful over time.


Two things I didn't like:

I find the CRT effect in the upgrade menu more distracting than fitting, sorry.

And I think the ships acceleration and deceleration is a little high, for me the controls would feel better if they would actually be a little less snappy.

Thank you for the feedback!

Well the flicking around was originally more intended to be just a way of the boss facing the player, it ended up being a bit of an unpredictable attack. I'll try to balance this more in an update!

It took me a bit to get used to the controls at first. The dashing sometimes didn't work.

I liked the gameplay  element of getting the same abilities the bosses have as a reward! 

I'd like if the boss selection would not be 100% based on randomness, I get it that you can just respin it, but I actually got the same boss 5 times in a row before spinning to a new one, which was a bit annoying, as I wanted to try a different one.

I really like the game mechanics here!

I had the most fon loading up on asteroids and then blasting the boss continuously. The asteroids circling your player are a little hard to see for me, they were like single pixels or at most 2x2, they could be a little bigger.

The cute art style works really well.

Thank you for the feedback!

The camera is shifted towards the boss while making sure the player's still on screen. Maybe I could lower the factor for the maximum distance from the center of the player's ship. 

The fullscreen option was requested to have it not occluded by the text on the game page. It's still fixed in size though because it would break the UI otherwise atm, I'll adress this in a future version and make it resizable. It was quicker to not worry about this for the jam tbh.

The map bounds will be adressed too, maybe even removed in an updated version. 

Thank you for the feedback!

Yeah the boundaries were something to criticize for many, I'll try to get rid of them in an updated version.

Thank you for the feedback!

What would've helped you for it to be more intuitive?

Making multiple sprites per boss was tedious, yeah, but I really wanted them to feel dynamic in their movement, so what was necessary. 

The theme is included as the base thought of the player's movement and in a more noticable way in boss attacks. Each boss has at least one attack that's based on spinning, but each boss also has a special ability/attack that's also based on spinning, like grabbing you, spinning and throwing you away or teleporting by spinning into a vortex for ecample. Maybe you didn't encounter this?

Thank you for the feedback!

It can move out of the playing boundary, that's right. But you can lure it back by moving away from it. I thought about adding an indicator that points toward the Boss for this. Do you think this would've been helpful?

Thank you for your feedback!

A healthbar could be an idea, maybe in a little stylized way. Or some form of diegetic UI for this, as each boss has 3 lives/stages.

That's strange. Would you be willing to try it again and send me what F12 spits out?

Well, like I said, I couldn't attack it with keyboard and mouse, so I've only seen the first one.

Thank you for playing and for the feedback!

What issues do you mean?

Thank you for that!

Thank you!

I was trying to have variety in them and each having their own special ability. 

I like the artstyle and the music!

The narrative is also pretty well made.

The spinning controls I gotta say are not really my favourite.. Sorry!

I like the control scheme of this! It is hard to get right, but for me it still feels pretty tight, unforgiving but fair and predictable, in the sense that if you've done something wrong and lose because of it, you at least know what movement led to it.

It desperately needs better UI though.

Nice game! I really like the variance of the different attacks!

I'd also like a quicker or easier rune selection. Maybe using the mouse wheel would've been a good choice, so you can rotate it in both directions.

This is a clean and well done use of the theme, and I really like it!

It's also quite hard, the first boss already is quite a challenge!

No time to screw around.

I'd like it if there were working alternative controls for keyboard and/or mouse. Circling around the boss works, but it's not attacking it. I think that would've been a good addition, not everybody has a gamepad.

The visuals are great in this though! 

I like the dark and neon artstyle, the music is also really fitting.

Unfortunately the game was pretty unstable for me.. It crashed two times with a message box, but an empty error message, and I couldn't get into the room after the first gap where you need to dash along the wall, because a robot from there kept getting stuck inside the door.

I like the different attacks, some "prepare for attack" indicator would be nice, combined with a bit faster pacing, to get more action out of it.

Good controls, nice idea of the spinning weapon wheel. I think there's potential here.

I love this! It's exactly my type of game!

Feels, looks and plays really polished, I have nothing to complain. Great job!