Good catch, it is. I didn't know how to fit the screen very well at the time, thanks for your feedback mate
Planta
Creator of
Recent community posts
Really enjoyed it, at first I thought all enemies were similar but after playing a while I noticed how drastically different they are from each other just by their changes in movement and attack speed. This is the priority list I came up with:
- Kill bats first, if you don't kill them they shoot the fastest and biggest projectile in the game, they are not an instant threat when they first spawn.
- Kill jellyfish second, they have more movement than bees and shoot medium speed bullets, they are easier to dodge than bat bullets, this enemy is an instant threat.
- Kill bees third, they have slowest movement and also slowest projectile, the projectiles will stay after they die so kill them as soon as you can before they spam the entire map, they are not an instant threat if alone.
Bees start weak but when later enemies join, they fill the playing field with slow moving bullets that you have to dodge. Their weakness is nullified by the other monsters, and that is sweet balance :)
It's crazy how complicated the strategies can get by just changing some speed parameters and cooldowns, you guys gave it DEPTH without creating new crazy attacks or systems, just using existing ones and tweaking, really like that!
Would love to see a game like this polished, maybe audio cues before enemies spawn and also a more clear background that makes enemies and bullets not blend together. Other than that great game!
Also here's my Highscore :)
Completed it!
It's definitely a good rage game, had me wanting to quit a lot! The floaty controls are key part of the game, as frustrating as it is, but when I had trouble even getting to the main sections of the map because of the floaty controls I think it got too frustrating, easing that a bit I think could keep player engagement. In areas like this for example, having solid ground where you don't slide in, since they are not really the main platforming section, what the player wants to do after falling is to try again, and if you can ease their re-entry to the stage you can reduce that extra frustration.
WOAH! Thank you for playing Ishihara :)
The game didn't have very great design choices so it was easy to get stuck, the puzzle was about 3 colored buttons and a 5 button combination, the light flashed with the combination, which to know, you needed to change the colors you could see. It was really complicated and I didn't have a smooth learning curve so my bad, anyways thank you for playing it!
Enjoyed it! Player moved really fast but the fact that my colors stayed where I left them and that the respawn was quick made it kinda fun to go crazy with the speed. There also seem to be many ways to solve a level when you get many colors so it feels like there's a lot to explore with the mechanics, would be fun to see big levels :)
Good game!