Hey I beat it by pure luck, the moon pattern was clear to me so I killed it quickly but the red arrow I just hold the dash at max and try to predict where it goes, maybe making so after hitting the wall x times it stops then the player can easily aim and kill it. The dash does feels powerfull when you release it, good job.
This is cool, took me a moment to work out exactly how it was working but once I did it was really hard to stop! It's a very cool idea, something about standing still to charge and then releasing that quick dash attack is reminiscent of a sort of minimalist samurai duel. I did find myself wishing I could move in 8 directions or aim while charging (although maybe not being able to do that is part of the challenge). I'd love to see this expanded into more levels though
My original plan was to have this as a one shot boss battle game with actually even more unique enemies participating (there’s a very particular inspiration for that setting)….
And actually you can move and charge in 8 directions… it’s probably just difficult to do with the keyboard.
I enjoyed surviving, especially considering the randomness of the red object, though I initially thought the crescent was something I needed to collect.
I like the minimalistic art. It's helpful for tracking where everything is on screen, especially that fast red blur. The controls are straightforward, and I like that the charge direction is also an indication of the level of charge in your attack.
The charge attack mechanic is interesting to use - it's a form of traversal, and seems to grant invincibility. It did feel awkward to use as you need to commit time to charge it to a usable point, in addition to committing to the direction and anchoring yourself in play. It gives a tactical feel to the gameplay. I do like the amount of distance that you can get on a full charge.
I initially thought the red blur was just an arena hazard as it seemed to move around randomly, and it had more in common with the health and damage indicators - I didn't realise it was an enemy until I looked at the jam submission page's description. Attempting to attack the red blur successfully felt like blind luck, as I would have to hope that I had a charge attack ready as the blur crosses my predicted trajectory.
A possible improvement to the player's attack may be to increase the width of the player's attack as the charge increases . This would give the player more to choice between narrow yet quick partial charge vs. a larger full charge.
Yes both of them being enemies is not quite clear from the start - and the behaviour of Red Arrow being quite random doesn’t help either.
The charge could definitely fill up a bit faster in the beginning to feel more snappy and reactive…
And giving Red Arrow a bit more predictable attack pattern (like periods of random and periods of direct attack) would make fighting them also easier…..
This game is a good instance of less is more. The minimalist presentation really makes it so that your enemies and the obstacles are very clean and easy to see and dodge
Comments
Hey I beat it by pure luck, the moon pattern was clear to me so I killed it quickly but the red arrow I just hold the dash at max and try to predict where it goes, maybe making so after hitting the wall x times it stops then the player can easily aim and kill it. The dash does feels powerfull when you release it, good job.
Thanks for playing!
Yes Red Arrow definitely needs a less random attack pattern to be consistently beatable…….
This is cool, took me a moment to work out exactly how it was working but once I did it was really hard to stop! It's a very cool idea, something about standing still to charge and then releasing that quick dash attack is reminiscent of a sort of minimalist samurai duel. I did find myself wishing I could move in 8 directions or aim while charging (although maybe not being able to do that is part of the challenge). I'd love to see this expanded into more levels though
Thanks for playing!
My original plan was to have this as a one shot boss battle game with actually even more unique enemies participating (there’s a very particular inspiration for that setting)….
And actually you can move and charge in 8 directions… it’s probably just difficult to do with the keyboard.
I enjoyed surviving, especially considering the randomness of the red object, though I initially thought the crescent was something I needed to collect.
Thanks, yes the goal is a bit unclear if you just start the game and don’t read the description.
Thanks for playing!
I like the minimalistic art. It's helpful for tracking where everything is on screen, especially that fast red blur. The controls are straightforward, and I like that the charge direction is also an indication of the level of charge in your attack.
The charge attack mechanic is interesting to use - it's a form of traversal, and seems to grant invincibility. It did feel awkward to use as you need to commit time to charge it to a usable point, in addition to committing to the direction and anchoring yourself in play. It gives a tactical feel to the gameplay. I do like the amount of distance that you can get on a full charge.
I initially thought the red blur was just an arena hazard as it seemed to move around randomly, and it had more in common with the health and damage indicators - I didn't realise it was an enemy until I looked at the jam submission page's description. Attempting to attack the red blur successfully felt like blind luck, as I would have to hope that I had a charge attack ready as the blur crosses my predicted trajectory.
A possible improvement to the player's attack may be to increase the width of the player's attack as the charge increases . This would give the player more to choice between narrow yet quick partial charge vs. a larger full charge.
A fast shape arena fighter.
Thanks for playing :)
Yes both of them being enemies is not quite clear from the start - and the behaviour of Red Arrow being quite random doesn’t help either.
The charge could definitely fill up a bit faster in the beginning to feel more snappy and reactive…
And giving Red Arrow a bit more predictable attack pattern (like periods of random and periods of direct attack) would make fighting them also easier…..
This game is a good instance of less is more. The minimalist presentation really makes it so that your enemies and the obstacles are very clean and easy to see and dodge
Thanks for playing and your comment :)
Yes (apart from my lack of any kind of substantial art skills) it was also nice to see how much you could express just with a few shapes