It would be great if I could play with the arrow keys and maybe hold space to turn red. As an alternative.
kintrix
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Awesome pieces of feedback, thank you so much! Sadly the audio is a cut corner because I didn't have enough time as I only joined for the last 24 hours...
The rest are really, really good points that were oversights. I feel like the explanations could have been done well with a slow start, where the player has time to experience what each thing does. Obviously the shields could have had a lot more feedback, the same applies to hit effect...
I tried to make a short intense game which really doesn't work well with lacking explanations AND lacking feedback, as it turns out.
This was really helpful, thank you for taking your time writing all that!
For me it's a bit overwhelming, I just cannot focus on the dice too, so I just end up randomly mashing the S key not to lose health... And so I ended up getting random power ups by chance.
If it has an end, then I definitely couldn't reach it, but it's a lot of fun. Might end up trying to get a new highscore.
Great one! A lot of fun and definitely incorporates the them really well!
At times it does gets really hectic, which just makes it really fun. I do, however, wish for a longer invincibility time, since there were some times where the same enemy dealt me 2 damage in what felt like a second.
It's a really fun game, great job!
Edit: I feel like it would be a great mechanic if you couldn't stop. Since as of now there isn't really a reason not to just stop moving after you have collected an orb.
My first thought after opening the game: Astro bears? Happens to have the same main menu music :P
That gameplay loop is really fluid, has a great sfx, and a massive enemy variety! Not only that, but all the enemies feel distinct!
A lot of fun to play, a really well-made highscore-based game!
At first I thought the concept was pretty similar to mine, but the gameplay ends up feeling really different - not in a bad way at all!
Great job, had a ton of fun with it!
I like the concept and the visuals! The game is a lot of fun to play.
However there are some thing that I feel like could be improved. For example adding a short invincibility time after the player got hit. If there is one, then it was so little it felt like there was none.
Minor thing, but once there was an enemy I didn't see, since the HUD mostly hid it.
Also, somehow I got the game to play in slow-motion - everything happening at about half the speed. Might be that you temporarily slow down the time when an enemy gets hit, and it somehow stuck?
But over all, I had fun playing it :)
Since I forgot giving feedback when I was rating it, here I am now! ^^;
This game really feels like a whole experience - with a beginning, an ending and settings. A pretty straight-forward and well-executed implementation of the theme. The difficulty was well-balanced, and lunatic mode really does feel like lunatic mode! xD
The visuals are simple but look great as a whole. And the effect for dying is especially good!
A very polished, really well-made game, and had a lot of fun playing through it!
Very unique concept, I really liked it! I loved the difficulty, felt fair, while also took quite some tries. Only beat it till level 9, though.
The execution is great, the gameplay is fluid. I just wish the respawning of the white ball was faster. Also sometime it feels like the 8-ball gets hit stronger than it should be, but that might be just me.
The fact that this is the most I can nitpick really shows how good the game is!
The music is pretty nice, and the "level end animation" looks pretty good.
However the cursor is a little small, and sadly there isn't really a difficulty curve, it's a flat line: The difficulty is the same on level 1, level 5 or level 20.
Edit: The game is definitely not too difficult, rather it's hard to lose. :P But it's definitely good to make it welcoming for really beginners as well, this way
It's a really intense game, and it feels quite well balanced. Got the collectables for all but the one before last stage... I could barely complete that one normally :P
There were some stages where I had problems seeing the bullets, since they are the same color as the enemies, and there were a lot of splashes on the ground already.
Another piece of feedback would be to maybe reduce the camera zooms and shakes, since especially right after starting it made me a bit dizzy. Since before I start it starts zoomed out, and when I die it zooms out again. If I die quickly into a level, then it starts being nauseating for me...
The camera shake was otherwise pretty good, I especially like how the minigun had such strong camera shake that it was hard to see and aim. And that I would say represents handling a minigun quite well.
Overall a really polished game, had a ton of fun with it!
Well, I'm not that good at bullet hells, I guess... I didn't manage to get to the boss in 8 tries :P
But from what I saw the difficulty seems pretty nice, the bullets and enemies are easily distinguishable. However there is very little feedback if an enemy takes damage, or when the player does.
The game felt pretty fair, although I do wish I had a little more lives.
Over all, I had fun with it! :)
I feel like the movement would have needed more polish. It wasn't bad, it performed well, up until you asked to do precise things. Then it start to feel like it doesn't do what I told it to do. Especially on the zig-zaggy level. It either didn't put down the mine or didn't jump, even though I pressed up and down, both. At least this is what it felt like. Yet again, it was happening really quickly.
The main mechanic, which is that you cannot kill enemies, only temporarily disable them, felt creative. However it feels like it could have been explored further, without presenting an extremely precise level, that feels more of a hassle than a challenge. This might only be because I'm not that good at it.
Sadly it does not follow the 84x48 resolution, otherwise it would follow the restrictions perfectly. Sadly both the enemies and the player breaks the resolution limit, they are most of the time between the "pixels". Another thing is that is should not use the mouse, hence the Nokia 3310 didn't have a mouse, only 12 buttons.
Overall, pretty nice game with consistent visuals! :)