Log in with itch.io to leave a comment.
Left feedback here, look for your game: http://pastebin.com/EEqbs3Wa
Lots of fun, great art!
you can avoid using chainsaw boss's door by jumping over the wall north or south of the gate.
Probably a very minor issue to handle but every time I died and started over I had to hit F2 again so I could use my controller (...I died a lot).
Some of the movement felt a bit slippery(?) I would stop moving but it felt like she would slide further along into a wall much more than a physics based stop would usually give (if that is even something you actually added).
The game, however felt really really nice. I played on fantastic settings using an almost 10 year old machine that has never had a single upgrade in parts and it played very smooth with no slowdown at all. Some of the enemy placement felt a little unfair but the overall experience was really nice. I wasn't fond of any of the other guns sans the starting weapons and even after I picked up the frost one to handle the buzz saw enemy I still went back to get my "Re-paw-lver". The starting weapons just have a meatier feedback to them so they actually feel powerful. Great game with an amazing future!
guncat's skirt is too short please delete this
-scattergun feels like it scatters a bit too much? for a charge weapon it feels unreliable, maybe I just suck but a lot of times it felt like it should have hit but it didn't
-please don't put bombs right next to a door
really enjoyed playing this, i think i've beaten it 3 or 4 times this morning.
has a surprising amount of detail for what's described as a prototype, in my opinion.
love how enemies can damage each other. :)
the scattergun definitely does more damage with the charged shots but it doesn't feel powerful enough, though i suppose when you factor in the added mobility it can give you this could be considered a nonissue. i still feel that if you could dual wield and fire them both then they'd be great, but with the charge up + recoil being only able to fire one and not one-shot a mook makes the guns you start with seem way better.
really excited to see where this goes. thanks for the opportunity to play!
-Love the character design. Love the overall game feel, a nice mix of cutesy and action.
-KBM controls are pretty good overall, though it takes a bit of getting used to the gamepad setup. Kind of wish you had a pure twin-stick control scheme for gamepads. Turning could be a bit faster across the board.
-Wish there were a dodge mechanic.
-The knockback on that scattergun is nuts, pushed me to my death a few times. Not a bad thing, but could be a tinge less intense.
-Shooting feels good though, despite my wrangling with the controls. Good sound effects, good feedback. Its fun to shoot those baddies.
Overall, I like it. Want to see what it plays like with more enemies on screen at once. Good stuff!
+ Some neat effects
= The charge gun seems a bit weak? Maybe if you could fire the offhand gun while charging it would be better
= Found myself just using the standard guns the entire time after a bit
= The explosion from the 3rd shot of the standard guns hurting you seems odd I guess
- Wasn't sure if there was a pause menu or anything; Had to Alt-F4
- Didn't seem like the camera was controllable; Almost got stuck at one point because I got caught behind some blocks and couldn't see in the room with the bomb enemies
moth boss when
Super juicy game, great job!