A little challenging for how limited the player's movement is, but overall I think the game is fun. Good job!
WaddleDev
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I like how unique the healing system is, and the boss design is pretty good! The control scheme is a little awkward for me, and it's hard for me to attack and dash at the same time. I wish that there was more feedback when attacking a boss instead of them just flashing white briefly. Good job overall!
I absolutely adore this game, it is near-flawless. Sprites, music, boss design, character design, gameplay, it's so good! It feels like a love letter to Kirby and Sega games, the sound effects and music honestly reminded me of some Game Gear games. The combat is smooth and satisfying, and the game is incredibly challenging, but also incredibly fair at the same time. My only, and I mean only complaint is that the final bosses homing projectile is a little funky, sometimes hitting me when it's already faded away, but I simply changed my playstyle to stay as far away from that projectile as possible.
Please expand this into a full game, I would pay good money for it 10/10
Really fun game, and out of the games that use a revolver mechanic this Jam, this has been the most creative I've played thus far. I feel like my main issue with this game is the boss speed and spacing of the bullets. I was able to beat the final boss, but I doubt a lot of people would take the time to learn this game's feel during the Jam to get there. Not an issue for the game itself though, I appreciated the challenge! Also I was able to shred the final boss's HP after reaching the Burst State then parrying his bullets while shooting. Great job overall!
Everything about this is peak, honestly. I find it hard to believe that this was made in a month, I would pay money for this game with the amount of content it has. A few bosses could use better indicators on some attacks, since sometimes I feel like I got hit by either something I didn't even see or a cheap hit that didn't even fully appear yet. Other than that, peak.
Good game, I personally don't vibe with the player's controls, which is completely personally and doesn't reflect on the game's quality. Spritework is great, the sound design is great, and the boss design is pretty cool.
I feel like outside main way of attacking, 'Spin' isn't too big of a focus in the game, which isn't a flaw. I feel like being able to deflect bullets in a large AOE around yourself for an extended period of time kinda makes it so you don't have to learn bullet patterns or anything, since you can deflect almost everything.
Unironically one of the most fun games I've played so far. The sheer amount of powerups and bosses in the game is honestly incredibly. I feel like I don't have to say anything about the visuals or audio that you don't already know, but I will say the buzzsaw effect is incredibly satisfying. Keep up the good work!
Super creative and love the concept, but it's pretty buggy and a little clunky. There were quite a few times where I'd try to throw the hammer and the character would almost T-Pose and the hammer wouldn't follow the indicator. Also the boss's movement speed was a little fast, and once it gets close to you, it's pretty hard to get distance on him, since he'll just stand inside of you.
I had an enjoyable time, but there's a few gripes I have with the game. I really like the pixel art and art style, and the concepts for each boss fights are pretty creative.
In theory, the revolver mechanic, with three different colored bullets with different effects that can pass through color-coded objects, works, but in practice there are many situations which (unless I'm missing something and you can switch bullets manually) it's much better to just spam the bullets to get the one you want rather than wait for the right opportunity. Good examples are when the clock boss gets a yellow shield, and you just have to keep firing until you randomly get a yellow bullet, and Bill's shield, where it's better to just fire all your bullets with no rhyme or reason than to wait for an opening.
Again, I had an enjoyable time, so I don't want to come across as to negative. Sorry if this offended you!
Thanks, and good job getting 100%!
This was my first game I've made in Game Maker, so I'll likely remake the player's code and most if not all of these bosses code's from scratch for the full game, so there will be plenty of nerfs and buffs, and fixes to early hitboxes.
I maaaay have made Boss 29 a bit too hard... But I can't bring myself to nerf him, I like the flow of that guy's fight.
Thanks, I'm glad you've enjoyed it thus far! I'm about to go to sleep so I can't respond to everything here, but the Masked Dedede belly bounce into stars has been fixed in tomorrow's patch, along with a few other bugs, and the jump through platforms aren't programmed the best, and I will likely replace their code eventually. Fire Dyna Blade's big attack can also be dodged by hugging the opposite wall of the arena, then either Shade Dashing or Blocking the laser. The fire will still hurt you while it's fading away, so I think that's why it seems undodgable at first, but I could be wrong there. Thanks for the review, and I'll start working on making it better starting with tomorrow's patch!