Maybe a strong gun is too strong)) I can just stay and upgrade only this gun and play like that endlessly. But despite of that, I got the fun
Nick_Lavr
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I actually really liked it. When I went to the game page, I thought it was another boring pong, with an interesting feature, but no more.
But you surprised me. It's a really cool idea to turn a familiar pong into a challenge with various unexpected tasks.
And suddenly, when at the end we are given just the freedom to play pong, it feels like a reward.
However, I was a little annoyed when a computer player suddenly started playing too poorly or too well, which interfered with the completion of tasks. But maybe I didn't fully understand the ways in which I can influence his behavior.
In the beginning, I forgot to start shooting. And then I decided to check what would happen if I didn't shoot at all but just flew peacefully.
First, I caught a relaxing vibe with music and art in the background. Then I noticed that some enemies explode by themselves at the top of the screen. As a result, I actually went through the game completely in such a pacifist way.
I also noticed that if you die too often, you may well have a negative number of lives. Moreover, if you do not move the mouse from the place of your death when you click "ready" on the screen, you will automatically die from the same bullet over and over and over again. So, as part of the second playthrough, I finished the game with minus 100 lives.
Anyway, the game gave me some fun, and that's the main thing)
I would also recommend making more understandable and gentle areas with damage in the future. Sometimes I saw that the bullet did not touch the ship, but I still took damage
I've got 27.15 seconds! I am very proud of myself. It was quite difficult, and this result was much better than my previous attempts. I don't know what exactly I was doing, but after a while most of the white arrows ended up in one corner and it helped me a lot not to die any longer.
In general, I really like how your game immerses you in a sense of flow in quite simple ways. At the same time, I like how the mechanics are implemented in details, for example:
- that the main character has time to accelerate
- flying very close to an obstacle, main character get red colour
Feels like game with completed style and idea. I know this has no end, but I even tried to decrease resources to zero - to resolve problems in this kingdom.
I have one suggestion:
You maybe could show the name of the quest entered by the player after quest finished or in the other situation. Because now the obligation to create a name for the quest sounds some useless and maybe boring
Wow very cool mechanics. So cool that immediately a bunch of ideas for adding various features are born in my head
For example, it seems to me that right now the game does not motivate you enough to use ring kicking.
And even when you're out of the ring, she makes you stop too often and just wait for your health to regenerate - it seems a bit boring
And the mechanics of this game are really good because I can think of several solutions to this problem right off the bat (and they can be used all at once):
- Spawn more enemies
- Reduce the penalty for going out of the ring
- Restore some of the health when destroying enemies. This can allow skillful players to almost never stop and spend a lot of time outside the circle.