Thank you! I planned on having remappable controls, but there just wasn't enough time. Agreed, I think I should add some knockback or animation when the player is hit (and maybe the enemies too). Really appreciate all of your feedback throughout the phases!
mardenn
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Thank you for the feedback! Your suggestions gave me some new ideas. I'll head back into the lab and experiment with ways to improve the experience with the ball. Also, I'll see if I can track down the bug.
Yeah, the game is focused on positioning and timing in relation to the player, orb, and the enemies. I'm trying to design it so that attacks with the ball are dependent on the player's position. I'm still going to explore in that design space for now, so it looks like I won't be making a million dollars yet haha
I'm not too good at bullet hells, so it took me some tries before I think I got a handle on how to handle the enemies and dodge. Once I built up enough items, I felt almost unstoppable just spraying bullets and lasers.
The starting move and shoot speed feel a lot better than before. It'd be nice to have a way to view stats, since it was hard to gauge how big or small 0.1 or 0.5 is.
Amazing game and I liked the flavor text you put in with the items!
The orb shooters were a nice challenge. I feel like they upped the difficulty, but it was hard to deal with ones that were on short upper platforms (since the player has to pull up from the ledge and be close to them). Definitely felt satisfying to slash with the sound and particle effects. Nice cutscene at the end too!
Thanks for playing! Yeah, I can definitely see how it can be frustrating and I'm continuing to work on improving it.
I'm glad you noticed it! It was in the previous build too, but I don't think I communicated it that clearly so I added more visual feedback. I wanted to incentivize making plans/plays around how the orb is bouncing around rather than the player always pulling the orb for the perfect angle.
Running around the map was good fun, and I liked how the sword slash was bright. The wall jumping or the visuals for it seems off.
Also, I was running in to slash and then running out to kite the enemies. Kind of like dancing barely outside their range and pressing A and D repeatedly. The camera movement for this is kind of dizzying, but this is probably just because of how I was playing.
Favorite part was timing dashes to avoid enemy attacks. Congrats on the huge map!
I liked the neon aesthetic and the trails on the bullets! The quicktime events were a bit jarring for me since it changes the camera angle drastically, but it looked cinematic. The walking speed felt a bit slow, because I wanted to explore the city. It's nice how the buildings lower/rise for the player's view
The movement and shooting feel really good, and a lot of the small touches make the game great. The intro, text effects, and the intensity select screen were engaging.
At one point, it was pretty hard to see the enemies against the dark background. I could also see it being part of the game design to make it hard for the player to see where they're coming from. Maybe consider increasing the visibility of that dark background section.
Great work and I'm looking forward to what you put out in the next phase!
Great work, the thrill of rushing to finish the last hack while surrounded by enemies or the feeling of getting a reset just in time to prevent damage stood out to me.
It'd be nice though if there was more explanation that the reset item protects you, since it didn't feel intuitive. And at times, it was difficult to click on overlapping menus.
Also just a small thing, but I liked how the text/symbols on the walls bounced around. It gave the game more energy.
The start was slick. I liked how the textbox slid in with the sound effect.
One thing that was hard for me was keeping track of all the controls that were in the introduction. I think a way to bring up the controls later might help.
Also, I felt that the yellow moving platforms moved really slowly, since I wanted to get back into jumping around.
Cool music and houses!
This was really fun to play! I liked moving around the map and quickly selecting a path through the hexagons. I ended up playing this for a while. The sound effects and music were nice too.
Do you die if you take too long? I tried playing to let the tail catch up and snatch up the bonuses. Having the tail completely catch up and having no empty cells didn't immediately end the game sometimes. At other times, I'd get game over when playing like this even though I had a valid move.
For me, the text size was a bit small, but I can see how larger text could also clutter the screen.
Really appreciate the feedback! The ball should be using the center of the character as the center point, but I'll make sure to check on that again. I'll try to improve the range and feel of pushing the ball also. Great idea! I'll definitely be thinking through how to improve or change the teleport (and dash).