My city
Michael Grieshofer
Creator of
Recent community posts
I have also made a fan game: https://michael-grieshofer.itch.io/shpooboworld
Really awesome game. Great work.
I love how it syncs the colors to the music and the atmosphere.
Some feedback I have is that when you kill an enemy all of them become red.
Also an indicator as to where you are aiming would probably be really cool to have.
Good luck with your future game dev ventures. Great stuff.
Very well polished game with great movement and good feeling combat.
I kinda don't vibe with the grounded enemies. They seem a little too aggressive and you are somewhat forced into a very passive play style . I think if enemies had less health, less speed (specifically the attacking animation) but there were more of them and especially more flying enemies it would feel a bit more interactive to play.
The builds this allows for seem to all be somewhat viable (except for selene) so props for that.
Loved the music and presentation most of all in this entry good job.
Brilliant little katamari like experience.
For me what really made it come together was the music and cute as hell visual style.
Just in general completely loved this. So many little things that make this one really stand out imo. The pop sound, the cars that move around in the city and the bigger and bigger scale of the things you fuck up.
Amazing !
Great game with well thought out mechanics, great gamefeel and amazing visuals.
I had to basically speedrun the story level because otherwise the framerate would become absolutely unplayable.
Eventually got through it by skipping all the platforming by rocket jumping up walls.
Endless was basically not possible to run for me at all.
Bit of a shame that it runs this poorly because otherwise this would be really great.
Game softlocked here but this is how far I was.
At a certain point it becomes basically impossible to loose I think.
Here is some feedback:
- I kinda wish the randomization of stats wasn't that aggressive. It makes the combat a bit too random in the beginning and can really screw you over. Later on it doesn't matter as much as because you are just insanely overpowered.
- Movement vector doesn't seem to be normalized, this makes it feel a bit jank in my opinion.
- Shooting is just objectively better than melee. In the beginning there is a point to be made that melee makes the sniper enemies easier to deal with but after the range upgrades hit critical mass there is just no reason to use it anymore.
- Passive power regen is something that makes passive play very appealing. You can just stall out the time after only one enemy is left and fill all of your power meter and then just purchase every upgrade.
Really liked the music and artwork.
Great game overall, I enjoyed it quite a bit and would probably have continued if it didn't softlock. Great stuff.
Respect for going for hard mode from the get go.
I'm also glad that so far I have heard a lot of positive opinions from people who actually play RTS. I'm pretty new to the genre and this was my first shot at designing one myself, so I'm pumped to hear that you liked the interpretation of the genre.
Tysm for playing :D
Great stuff, I really like how this feels to just move around in. The art is also amazing.
Some feedback I have for you :
I think this would benefit from a way how far you are to completing it. I mentioned this in the stream but just to reiterate. Maybe instead of a timer it could use destroying targets as a completion condition also. That would encourage attacking enemies while also focus on dodging, just an idea tho.
Another thing is that there is not really a reason to use the normal shooting mechanic. If you just want to get rid of enemies quickly missiles are always the better option.
I like the idea of having to barrel roll to loose missiles. But the UI for those is pretty cluttered and it's hard to tell what's happening sometimes.
Hope that helps if you want to continue developing this .
Great game.
Interesting concept.
Unfortunately I think it's more tedious than enjoyable. Once you figure out how staircasing works you have pretty much seen all the concepts. Also I don't think the power mechanic adds too much to it. It is more of an annoyance that punishes small mistakes in execution.
The further rooms made exhale slowly the moment I saw what the objective was but knew that executing the solution would take ages.
Art-wise this is great and I enjoyed the music and atmosphere very much.