thanks! glad you liked it :)
Reshuu
Creator of
Recent community posts
it was intentional that the player is limited to move until you executed your first parry, tho I also did not anticipate the scenario if a player did not parry it at the start (as it would randomize the bullet trajectory after hitting ground ).
It was supposed to be a separate tutorial scene but we were out of time lol.
And as for the slow-mo, our first idea was the player would also get hit by his own bullets, so a slowed time would be more convenient for parrying the bullet. But after further case-testing, we just proceeded to have the player invulnerable to his own bullet (and did not remove the time-slow)
The time slow was also intended to help the player better calculate the trajectory of the bullet (and also to avoid enemies) but it was loosely implemented and did not really fine-tuned a lot.
Anyways, thanks for the feedback and I'm glad you enjoyed our game :)
very fun top-down shooter with rng mechanics (aligns well to the theme). Very enjoyable even at longer sessions!
The implementation of the limitation is a bit lackluster for me in my opinion (as it is very generalized to be a 1 time used super power/ item) in which I did not have the urge to use it as the character's base damaging tools are enough to clear out most enemies.
nonetheless, very fun game!
good ol top down shooter, fun gameplay!
My only problem aside from the buttons not working as intended, is I don't quite get the functionalities of the cards (especially the first one that you'll shoot lingers to the enemy). Never get the mechanic behind that so I just spam all the cards. A tutorial/explanation would be appreciated to enforce the intended gameplay
A unique combination of gameplay mechanics that blends well into one-core gameplay!
But the controls for the platforming are quite off-putting to me, as it has a very fast acceleration and a slippery movement which causes the platforming element of the game to become much much harder and more frustrating...