Yeah. I was educated. I was educated on the fact that indie devs know how to make a good game. When I think of modern art and the correlation to the game design field, I think of games like FIALUER WIN. Please play this game. Please. It's like... really good. Last of Us 2 was nothing compared to this. And in FIALUER WIN, you don't have to worry about the risk of women having muscles. Another thing. Open world games like Breath of the Wild? You don't need infinite choices, you just need games like FIALUER WIN. There are thousands of ways to win and get the high score. Go left? Go right? Fast fall? Jump? Slow fall? There are also an assortment of spikes to stand on. When I think good games, I think FIALUER WIN. When I think enlightenment, I think FIALUER WIN. When I think Bachelor's Degree, I think FIALUER WIN. The right thing to do is to play this game. Get on my level, gamers.
JackOveralls
Recent community posts
Yeah. I was educated. I was educated on the fact that indie devs know how to make a good game. When I think of modern art and the correlation to the game design field, I think of games like FIALUER WIN. Please play this game. Please. It's like... really good. Last of Us 2 was nothing compared to this. And in FIALUER WIN, you don't have to worry about the risk of women having muscles. Another thing. Open world games like Breath of the Wild? You don't need infinite choices, you just need games like FIALUER WIN. There are thousands of ways to win and get the high score. Go left? Go right? Fast fall? Jump? Slow fall? There are also an assortment of spikes to stand on. When I think good games, I think FIALUER WIN. When I think enlightenment, I think FIALUER WIN. When I think Bachelor's Degree, I think FIALUER WIN. The right thing to do is to play this game. Get on my level, gamers.
Pretty awesome game!!!! So, I'm gonna talk about the Pros first, and keep in mind that I loved this.
Pros:
-Tone and Design were fantastic and consistent, it feels like a complete game experience, nothing feels lackluster or out of place.
-Rhythm game! A very unique take on the genre and I loved it. Combat rhythm is always cool and fun and I approve.
-Bullets, Every bullet was clear as to what it did from a visual standpoint, (Minus ONE but the rest were stellar, so it is a pro.) This added another small layer to the game that kept me on my toes.
-Exploring! I loved exploring, it gave me almost Metroid vibes with the space art style and the exploration, and not a lot of games take advantage of this style.
-The theme of Self-destruction never got old and it never felt out of place. Everytime I won, I was filled with a sense of failure, as if I wasn't supposed to explode. I'm not sure if this was on purpose, but it added to the game a lot for me.
-Cherry Bombs were satisfying
-Ending boss was a cool mix of all the bullets, and looked cool.
-Score system was really fun
Cons:
-Rapidly tapping my finger to move vs Holding it down
-Zoomed in view made it hard to gauge enemy locations, especially from the bottom.
-Dual monsters were meh, hard to keep track of, and even if you didn't lose points, missing bullets felt bad and was a weird mindset to get used to, especially when in most rhythm games missing means less points.
-More visual feedback from hitting bullets would have helped.
-The learning curve was kind of insane for the size of the game. I restarted about 7 times just to fully understand the second enemy encounter. I see what you tried to do with the arrows for the first encounter, but it made it much more confusing for the second encounter. I kept asking "Are these different bullets with different values?" I should have assumed it was the directions, but in rhythm games, new designs for notes after just getting two new ones is always scary.
Overall? Really cute fun game, and one of your best works!