The premise is cool, but I feel like it could have really benefited from some form of adversary (some form of challenge, a monster to hide from or defeat, etc.)
As it is it's a lot of walking back and forth.
ImpTheArtist
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The autoshooting mechanics combined with the dodging are really fun, and the visuals and music make it a great whole as you can concentrate on dodging stuff while deriving satisfaction from damaging the boss.
I had a lot of fun playing this one!
The starting cliff is virtually invisible so I ended up walking off of it several times. The rotating platforms also seem to get stuck on the rotating phase if you die after it starts, which makes subsequent attempts a bit more difficult.
I think this game would be helped a lot if you didn't have to do that initial walk back to the boss.
I think this game could benefit the most from added polish: sounds, particles, effects etc. especially to better sell the physicality and impact of attacks. The biggest weakness of the game comes from that physicality not being there, especially when your health goes down without you even noticing.
As it is I found I had the most fun when trying to run to the end past the enemies without fighting any of them since running past them untouched seemed to be the biggest challenge until the last level.
The overall feel and aesthetic of the game is really cool and reminiscent of those 90s shooters. With some extra polish this could be a game I see myself playing for fun from time to time.
I have to commend this game for its excellent design.
Everything you encounter is immediately and intuitively understandable.
The controls feel good and reveal a good understanding of game feel.
The graphics and sound are simple but coherent.
It may be a short and simple game, but what is there is very competently executed. Good job!
Very simple but at the same time one of the few games on here where no part of it seems like a chore to play. The gameplay loop was minimal, but engaging. Some of the enemy sprites would be genuinely spooky if employed in an actual horror context.
A reload button would have been appreciated, or maybe I just couldn't find it. Add some more depth and game feel, and I think this has potential to be a great game!
A very unique and engaging idea for a mechanic. It gets a lot more engaging once it stops waiting for you to pass or fail every box, but also gets unfairly punishing once you have multiple boxes bouncing around since they collide with each other and there's not much the player can do to stop a box from knocking another box away from the correct path.
Boxes also tend to get stuck in between the chutes and the wall. I'm also confused about the target, I seemed to pass most levels without reaching the target, maybe it was a bronze/silver/gold medal thing and I just didn't notice the target change.
Very fun and addictive, good balance of drip feeding content via RPG mechanics. The usability could use some work, although I got used to it eventually, batteries that finished producing could use some more promiscuous signs to show that they're done. Twitch-placing characters in a tight spot is also frustrating, as it refuses to place the character unless it's close enough to the center of the tile.