yeah you fucking won with this one. you know i love it so i'll stick with what's new (to me) and some minor thoughts. you can assume everything else is perfect. i will purchase this day 1.
i have made it to ~13000 points 3 times, and i paused to write this, i'll play more after.
>one of your enemies is a yorp from commander keen! very cute. he likes pushing me into walls, the bastard.
>line of sight is kinda weird. unsure how i feel about it. the only time it had any effect was the special maze/dungeon level, but otherwise it felt like an annoyance. even writing this now i'm unsure of how i feel about it.
>craters is a very fun gimmick, so is the special maze level. for that level, i'd consider doing more with the "dungeon" aspect. perhaps a room can have a random chance to just have a gun spawned (and that isn't dragged to the end portal on level end?)
>if a currency is on the ground when the portal appears, it shouldn't disappear, and should instead be allowed to be picked up. maybe this is me, but when the portal appears my eyes are drawn to the moving gun objects, which are permanent, instead of the static currency which will expire soon.
>new enemy designs and visuals are spot on. i like the circling dog-things, but all of them were cool. there were plenty i never saw before, and they fit perfectly
>i'd like more "gun mod shrines" if possible. i have a great control over my stats due to the level-up system, but guns are really RNG. sometimes i get a cool gun, sometimes i dont. the shop might have this, but then i don't want to waste a level on just shopping - i want to shoot stuff! i ended up going to any level thats marked with +% gun drop rate because of this. this is especially important to me since one of the most fun parts was always "look at this stupid fucking gun, it's got the silliest fucking mods, i'm going to use it". a gun shrine helps add a guaranteed feeling like this, especially if a run hasn't had any interesting drops.
>i often get shield specialist as a level up choice. too often. i don't particularly like shields, even!
>the new music kicks ass. many were sort of upbeat and techno-y. i liked them a lot. one of the random levels (from a "random" level event, so i can't specify which) had a very nice track. if i stumble into it again, i'll report back the level name.
>some guns (like the super shotgun or faust) have a very long windup time. it might benefit from a timer or some information to let the player know it's charging up. i can imagine some confusion, especially with faust.
excellent work overall. you will be a very happy dev once this hits steam.
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