Budget cuts
Gambsmoore
Creator of
Recent community posts
Yo this is sweet!! The art has a super satisfying Risk of Rain 1 vibe, which I am very into. Sound effects are nice, not harsh, same with the music. the movement is a TINY BIT floaty but that's not so bad. I feel that it could be massively improved with just... gamepad support.
Also one of the bosses spawned in and immediately shot and kill me which was awfully rude, but I suppose I should have just... not been standing there. Anyway, awesome game, great job. Proc Gen bosses are cool as hell.
I'm unsure what the point of writing the code into the computer is, can you get more time, or something? Or more life? The combat is fun, it took me a couple minutes to figure out I'm suppose to just run into stuff (usually a bad thing in bullethells) The movement being fast feels good because of this, but the camera tends to lag behind a lot, especially if you've just come from the top of the map, can't see more than a few tiles below you.
WITH THAT SAID, this means you can fix everything with a few variable changes, which is awesome. The game itself is super fun. I'd love to see it taken to another level.
You read our minds with a lot of these. We've already got online play mostly working (yay, unreal!)and the power ups are going to be a lot more balanced, both in availability and in effectiveness.
I am not aware of gauntlet, but I'll look into it. Any specific features you'd advise I look out for? I'll probably try to find someone streaming it on twitch or something
We're working on a full version right now, this whole map thing was super rushed, and not how we wanted it to work, and we're going to be doing... Things... That will limit the power ups sufficiently to not turn you into an instant face roll machine. The current implementation was fun, but not really good long term
I guess... Technically... Flappy bird is a bullet hell, if you just pretend the pipes are bullets!
Fun idea, I noticed that when I went down to no health, the game let me continue playing until I had picked up a health powerup, and then gone back down to 0 health. Also, it's a bit frustrating when the bullets from the vultures block the only route through the moving walls, but that would be VERY hard to fix.
Yeah, we're batting ideas back and forth about whether or not it's just _too_ ridiculous to scale properly into a full game. Right now we're working on some rudimentary multiplayer and procgen stuff to see what it'll feel like if we tone down some of the powerups and add some progression elements. We both really like the idea of gaining, stacking, and losing powerups at a moment's notice, but there should definitely be a little less... Uhhh... CPU Load? hahahah
If you've got any ideas on that front we would very much appreciate them.
Also I'm glad you liked it! :)
Audio is a very easy thing to screw up, especially when you're new. I still screw it up on almost every project I work on, but making mistakes is the best way to learn!
I was having a grumpy day yesterday, so I have have been overly critical, I'm sorry. I really did enjoy your game! The artstyle and polish on the visuals was amazing, and I love that you have to switch up playstyles to accommodate for the gun switching.
The whole time I was playing this I had a niggling fear in the back of my head that you were going to jump scare me, Scary Maze Game style.
Fun game, controls are tough, but rewarding. That one stage where there's no guns, just a big long path is annoying, felt like I beat it 3 times before it actually registered.
Hello yes it is me, I also think the sound is very loud. Awesome art design, but even with the sliders some of the sound effects aren't even affected. They're so... Harsh sounding. Even the music is extremely harsh.
Also sort of unrelated but the huge banner on your game page confused me and I couldn't find the "run game" button because I thought that was it, and it was just taking forever to load, ahhaha
This is really neat, the sense of progression you get just from surviving because you're upgrading every 10 seconds is really cool, it rewards staying alive instead of killing as fast as possible, allows the player to take it slow instead of going as fast as possible and beating the difficulty scaler. Awesome job.
This was great! I loved the art, and the gameplay, and the music! It all fell really well balanced, not just "screw you" levels of difficulty right off the bat. Vesper kinda just ditched me mid fight, after I had the game paused I shot him a few times and he just left, which was very rude, but I'd probably do the same thing if I was being shot at.