YOOO!!! So glad you've enjoyed it!
Nexusrex
Creator of
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Local Malice phase 2 hater here- Humor aside, superb work!
Quite polished for the time given in the Gaming Academy, I really dig that. Clean set pieces, cool music choices, The Kitchen's truly cooking!
I did feel that the first open area was somewhat too open? By the second time I went through the level, I pretty much skipped all the smaller enemies and went to the 'midboss' before the portal. Could have loved an incentive to fight these guys, potentially in the full version- If you all also plan to update it, consider some sword swing effects; I do recall getting hit behind Malice's wider slashes on phase 2, a swing could probably help indicate if the hitbox is active or not, and for extra cool points, too!
Great job y'all!
Superb work!
I dig the gameplay and the level design quite much, would have liked it to be slightly faster for my taste. I would personally go for a keyboard-only/gamepad-compatible layout because the boss made me realize how much shots do I tend to spam around haha. Also please, let me pet the dog!
Good job!
Great work! I realized how awful I am at memory games the hard way. D:
The modes are really enjoyable as well, would have loved to know what they are before starting the level. Super clean art as well, could use more colors/shapes on the bigger levels (7 and 8) since I've felt like some visuals were repeated with a hue shift? That caught me off for a little loop haha.
Good job!
Neat work! I like the concept and the transition between segments/patterns is really cool!
Usually a shmup would take advantage of a smaller hitbox for the player, especially with such small projectile size, and making them pop would help quite a bit in the detail-heavy background. A bit of an I-frame would be really useful since the explosive projectiles are capable of swarming the player at some points (mainly the last level).
Great work overall!
Cool work! The controls feel nice even if they took me a little bit of getting used to.
I would agree with one of the comments in the game's page, a variety on the shooting and getting hurt sounds could have helped since you shoot quite often, along with a countdown/HUD element to know how many enemies are left to kill. Ended up with 10300 on the last(?) level!
Thank you kindly!
Indeed, that was a design issue w/ the main mechanic that I should have solved! Between having the entire 'if you stand still for too long you'll get angry and die' gimmick and dealing with more traditional platformer boss fights. Will certainly keep an eye out on similar issues in future projects.
Glad you enjoyed!