This game has a very interesting concept. I like how the enemies come from four different directions. Something about the attack movement feels very satisfying.
nice minimalism design
Interesting concept.
it's a real time based game that require player to react at certain timing. And the limited dodge and strike number combine strategy element inside.
The limitation on the player's actions makes what looks like a basic action game into a deeper puzzle game with a timer. The time given to come up with what to do is good, and there is also the element of waiting to get all the information you may need but be less safe. There is also some emergent gameplay for more advanced players like striking multiple enemies at once
This game surprised me with the complexity of the strategy, I found that you have to identify a plan of action and execute it, which made the game addicting to play
I really enjoyed the idea and think it is pretty fun to play over time which is nice. I also liked the difficulty curve as the game slowly increases in difficulty. The movements felt crisp and all of the collisions and dodges made sense visually.
Gameplay demonstrates all the core aspects of a prototype. Decent minimalist aesthetic.
It was cool how it uniquely incorporated strategy with its limited moves.
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What could this game have done better?
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I'd be nice if the speed of the enemies were faster. I feel like I need to wait for a good 3 seconds before the enemies get to me. It'll be cool if there were other kinds of enemies as well.
maybe you could adjust the beat/speed of the whole game eg the first two levels are too slow. some 'game feel' features could be added to dodge status.
Could be a little faster and have more game feel elements.
maybe add a bar for the dodge time as the player might not know how soon to start dodging.
The game could've benefited from a fast forward button, as it feels really slow to play through the opening levels and having the pieces come at you after your first time where you formulate a plan.
Some sort of leeway for error(like a live system) would make this game feel much more approachable
I think it would be nice to force the player to use their different options of strike and dodge. I felt that I was able to rely on strike and didn't really understand how to use dodge since I relied so easily on the strike.
Gameplay can feel somewhat slow as the rounds go along. Level difficulty curve almost nonexistent with the current enemy speed. Can increase speed of enemy triangles as rounds go further.
It was visually a little confusing to understand how to play the game at first.
Comments
What did this game do well?
****************************
This game has a very interesting concept. I like how the enemies come from four different directions. Something about the attack movement feels very satisfying.
nice minimalism design
Interesting concept.
it's a real time based game that require player to react at certain timing. And the limited dodge and strike number combine strategy element inside.
The limitation on the player's actions makes what looks like a basic action game into a deeper puzzle game with a timer. The time given to come up with what to do is good, and there is also the element of waiting to get all the information you may need but be less safe. There is also some emergent gameplay for more advanced players like striking multiple enemies at once
This game surprised me with the complexity of the strategy, I found that you have to identify a plan of action and execute it, which made the game addicting to play
I really enjoyed the idea and think it is pretty fun to play over time which is nice. I also liked the difficulty curve as the game slowly increases in difficulty. The movements felt crisp and all of the collisions and dodges made sense visually.
Gameplay demonstrates all the core aspects of a prototype. Decent minimalist aesthetic.
It was cool how it uniquely incorporated strategy with its limited moves.
========================================
What could this game have done better?
****************************
I'd be nice if the speed of the enemies were faster. I feel like I need to wait for a good 3 seconds before the enemies get to me. It'll be cool if there were other kinds of enemies as well.
maybe you could adjust the beat/speed of the whole game eg the first two levels are too slow. some 'game feel' features could be added to dodge status.
Could be a little faster and have more game feel elements.
maybe add a bar for the dodge time as the player might not know how soon to start dodging.
The game could've benefited from a fast forward button, as it feels really slow to play through the opening levels and having the pieces come at you after your first time where you formulate a plan.
Some sort of leeway for error(like a live system) would make this game feel much more approachable
I think it would be nice to force the player to use their different options of strike and dodge. I felt that I was able to rely on strike and didn't really understand how to use dodge since I relied so easily on the strike.
Gameplay can feel somewhat slow as the rounds go along. Level difficulty curve almost nonexistent with the current enemy speed. Can increase speed of enemy triangles as rounds go further.
It was visually a little confusing to understand how to play the game at first.