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roeri

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A member registered Jul 09, 2020 · View creator page →

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Pretty interesting mix of battle network with deck building roguelites.
I think the player base shot is too slow, even if you want to a more methodical and thought out approach than mbn. Other than that, there's nothing more to say. I hope you have a new demo next DD.

You've got a nice sense of aesthethics, I really like the little ghost condom.
The tank controls have to go. This is non negotiable.
Tank controls are fine on games where the camera is fixed behind you, but not on games with fixed camera angles, unless you use really good angles (like Resident Evil) and allow you to turn while walking.

Amazing! Drifting feels very good in this game, even if its turnbased.
This is shaping up to be a really good game. I just wish there was a fire hotkey, as using the menu is kinda cumbersome (please make ramming a viable build).

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Pretty nice gameplay, I played just a litte bit but I'll see if can beat the whole demo later.

There is a bug that after attacking sometimes the camera gets stuck and you can't select the unit anymore. Also something that annoyed me a bit is that sometimes I skipped text/tutorials by accident while clicking spacebar, you could add a bit of delay so that you can't skip it before even the prompt appears on screen.

Another thing, Enemy health bars should be of a different color, so you can easily see who's an enemy.

I'll tell you the truth, when I heard the game over music I laughed, I wasn't expecting that. Phase 2 never...

That said, I really think you should invest more time on the art. Even if you're going for a "looks amateurish but full of soul", your art is still kinda lacking.

I'll give you a more thought out review after I beat it.

I'll give the same criticism as I gave to Catlike Magic, as they're similar enough.
The visuals are pretty nice, I'll give you that, but the gameplay is slow, enemies have too much hp, most of the time you feel like you're just waiting for enemies to die. I'm not a fan of inertia in dodging games too.

Besides that, its very fun to experiment with gun modifications. I just wish the player default shot had a bit more impact and speed, in the beginning the player is faster than the shots.

Ty for playing! Got your linux version ready on the download page.
Also I added a functional level selection and balanced some enemies hp if you wanna give it a try.

thanks for the feedback!

The level selection is just a placeholder for now, the second level starts after wave14 actually.

The difficulty selection is just the rate of rank gain (bullets get faster/some patterns have additional bullets/you get more score) with Storm Vulcan difficulty locking everything at max.

I want to be a bancho one day.

Pretty nice, I didn't play this one on the last demo day.
I do think its on the boring side though. You have it all, nice art, funny dialog, etc. but the gameplay is lacking, slow, sterile.
You can't make a "bullet hell" where you are sure to get hit and your attacks either do no damage or destroy the whole screen in seconds if you manage to roll good upgrades/spells.

Also you need to work on the visual feedback. I got to the second level without even knowing I could click the level up button to get upgrades.

I liked it very much, gave up at the last level but I'll try more later.
It feels just like a GB game, and by that I mean that its a bit clunky. Most of the time it's not the platforming that is hard but being able to jump from the grappling hook. Sometimes I have to press more than once so that I could jump. It would be nice if you added a button buffer so even if you press the jump button before you're able to jump again you have a little leeway. Besides that it was a very nice experience.
I'd recommend toning down a bit on the inertia, as I think it does not match with the style you're going for. If you're open to suggestions, you should add some puzzle mechanics with the grapple too, I think it would be interesting.

Very suffer much pain

Thank you for playing! I hope you had fun.