Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DeltaDeka

6
Posts
A member registered Apr 13, 2020

Recent community posts

Hello again! New notes:

- New sfx and music is great!

- Level counter :DDDD

- The actual beat is in the middle of the column in the sequencer..? I feel like it was at the very left of each column before. With it in the middle it feels like the music is dragging or the sequencer bar is rushing. Very minor gripe.

- Different door texture for the boss room, very nice.

- Power-ups now at the beginning of the sequencer! Thank you!

- No mini speed boost from the top line of the sequencer too, nice to be more consistent

- Warning circle for the bugs instead of just a shadow is very helpful

- The splitshot sounds a bit too similar to the damage taken sound, keep thinking I took damage when I didn't

- Third boss is great!

- Eye boss looks pISSEd second time round, love it

- Strange visual bug that happened once where the bug mini-boss' bullets didn't have the overlay geometric texture, just the red glow underneath

- Changing the texture of the ball is pretty cool

- Homing bullets and spiral bullets don't play well together


That's all for now! I'll play deeper into the game when I got the time, but I gotta sleep now. Good work!

You can actually do it with any weapon as long as you're within range.

(1 edit)


I am back once again, and this time I actually counted. Decided to stop at good ol' stage 69. Got a few more notes here:

The fov is a bit too small. Combined with the fact that not all enemies glow, it sometimes makes it hard to avoid things like the snakes that come right at you out of nowhere. I think it would be good to increase the fov size, or at least make all the enemies glow.

On the bug stage, it felt a lot more rare to get one of those 4 way split rooms that lets you choose which room to go to (like the shop or boss).

The snakes can hit you before you get far enough into a room for the door to close. 

Sometimes there can be a big crowd of enemies directly in front of the door which is a bit inconvenient.

There's a small visual glitch in the sequencer when going into full screen mode. You can see it in the screenshot above, where one of the columns stays permanently Thicc. It happens to whichever column is currently Thicc when you go into full screen.

The barrier passive can shield you from taking damage from the bug boss' second attack with the columns of bugs. Not sure if this is intentional or not.

When you start getting a ton of bullets on screen like with the setup I have up there, it sometimes makes it difficult to see your character while moving around and shooting in close quarters.

Enemy bullets can be hard to see over your own attack since they both glow to the same white. It might be good to pull the red bullets to the top layer so you can see it over your attack, but there's probably a better solution than that.

[edit] A pause menu would be very nice.

Anyways, that's all I can remember for now, I'll edit this comment if I think of anything later.

Yea, I've thought and tried both of those. There's been plenty of times when I've killed a boss under 20 seconds without taking a hit and I don't get a portal every time.

(2 edits)

Hearts do appear in shops late game! But only if you already have less than 3 of them, and even then, it's still not a guarantee.

(3 edits)


Hey! Great game. You really need to add a level counter though because I have no idea how far I got, but at some point the bosses became easier to do than the rooms, and then a little after that the enemies stopped getting harder.
I'm just gonna rattle off some points here:

The frames and audio die a little when you have turret and barrage at the same time.

There's a small issue with enemies phasing into walls and getting stuck inside them, but you really have to try to make it happen.

Sometimes the first attack from the bug boss carries over into the second attack where you have to stand still in a safe spot, making it impossible to dodge.

Boss health bars.

On the third stage, I'd appreciate the snipers having just a tad bit more charge time before shooting, especially when you first walk into the room.
Being able to move the position of the special ability (turret, riot shield, synchronicity, etc.) would be nice.

Might I suggest that after filling up all the sequencer slots, or after getting some amount of extra note blocks, that the player has the choice to 'restart' but with 5 rows on the sequencer instead of 4? Or perhaps the player will be able to equip 2 abilities.

The melee attack that the eye boss does is pretty cool, but I rarely see it happen, and it only lunges once.

Don't know if this is intended, but you can shoot the turrets past the barrier on the eye boss and into the eye to damage it right from the beginning.

A few invincibility frames would be nice after a dodge, would be a bit more forgiving with the laser on the eye.

I've gotten the gold portal to open a couple times, but still haven't figured out what the trigger for that is, if there is one. Very nice surprise though, blew my mind the first time where I managed to walk through something like 8 rooms before being kicked out.

The little tune that starts at the beginning of a boss fight is really cool, and it would be great to see that being extended more so there's some sort of counterpoint happening between the boss and the player.

The bug boss is disproportionately harder than the eye boss because the eye boss doesn't move nearly as much. On several attacks like the x4 lasers or the bullets that follow you, I'm able to just circle around one open point of the boss' barrier and meatshot it. With the right items, it can take about 10 seconds to beat that boss.

Anyways! It's really fun and I sat here spending probably the last hour and a half on that run. Can't wait to see how it develops!