The sound effect and using background color to represent the hp left is good! As well as their shooting sound effect
It's a simple game that looks and feels very polished. The difficulty ramp feels appropriate and smooth and doesn't overwhelm the player.
Very fun game that you can spend a lot of time in trying to get a better score. I like how to start the game you have to shoot the button and so you have to understand how the controls work which is a great design choice. Also, to show the health via changing the color of the background instead of a traditional healthbar is also unique and interesting.
Minimalism! There was no text on the screen, and yet the object of the game was super clear immediately. I really liked the initial 'tutorial' of needing to shoot the large play button to start the game. This immediately teaches the user how to play, and the general object of the game.
When I first started playing, it was very difficult as I was trying to directly hit each shape. As I played more, it became clear that the optimal strategy was to shoot a bunch of bullets in the general direction of the blocks, and one of them would likely hit.
The sounds effect and particle animations were well done! It showed great attention to detail within the constraints.
This game fit the theme of minimalism really well. I thought the gameplay was enjoyable and the difficulty was manageable.
The sound effects are very satisfying and shooting is nice and responsive! The ammo mechanic is also great, the amount of ammo and the speed it regenerates at are just right
I loved the minimalist aspect of it, loved the colours and mechanics. Shooting the button to start was a nice touch.
I absolutely loved this game. I loved how the colors changed with time and as health decreased. Most importantly, this game was super simple AND super hard. One feature that I think was overlooked but how shooting the play button starts the game.
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What could this game have done better?
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There is actually a deadline, no matter how hard the player try the triangle turret cannot access that line. maybe this can be improved later
I got a score of 60 by spamming the spacebar.
As the score increases and enemies speed up, the bullet travel speed and the turret's turning speed both feel sluggish so maybe adding a powerup system where occasionally you can shoot an incoming powerup to permanently increase your firing rate could be a way to make it less frustrating in the later stages.
Without reading the presentation, I didn't actually know what the bar at the top did. Upon realizing it was the energy bar, it made more sense that i couldn't just spam bullets, which would make the game trivial.
Sometimes at a glance, I wasn't able to tell which side of the triangle the bullets would come out of. In key moments, I would sometimes shoot the wrong way and lose energy by accident.
I did not like how it was sometimes possible for lives to be lost with one mistake. For example, missing a shot on a fast enemy would cause them to pass before the turret could turn back in time.
Adding some bgm or powerups would be nice
Not much, its very good and aligns with the theme very well
The only thing I wouldve refined is limiting the number of bullets available. I think that the game could've been slightly more difficult with more constraints.
Comments
What did this game do well?
****************************
The sound effect and using background color to represent the hp left is good! As well as their shooting sound effect
It's a simple game that looks and feels very polished. The difficulty ramp feels appropriate and smooth and doesn't overwhelm the player.
Very fun game that you can spend a lot of time in trying to get a better score. I like how to start the game you have to shoot the button and so you have to understand how the controls work which is a great design choice. Also, to show the health via changing the color of the background instead of a traditional healthbar is also unique and interesting.
Minimalism! There was no text on the screen, and yet the object of the game was super clear immediately. I really liked the initial 'tutorial' of needing to shoot the large play button to start the game. This immediately teaches the user how to play, and the general object of the game.
When I first started playing, it was very difficult as I was trying to directly hit each shape. As I played more, it became clear that the optimal strategy was to shoot a bunch of bullets in the general direction of the blocks, and one of them would likely hit.
The sounds effect and particle animations were well done! It showed great attention to detail within the constraints.
This game fit the theme of minimalism really well. I thought the gameplay was enjoyable and the difficulty was manageable.
The sound effects are very satisfying and shooting is nice and responsive! The ammo mechanic is also great, the amount of ammo and the speed it regenerates at are just right
I loved the minimalist aspect of it, loved the colours and mechanics. Shooting the button to start was a nice touch.
I absolutely loved this game. I loved how the colors changed with time and as health decreased. Most importantly, this game was super simple AND super hard. One feature that I think was overlooked but how shooting the play button starts the game.
========================================
What could this game have done better?
****************************
There is actually a deadline, no matter how hard the player try the triangle turret cannot access that line. maybe this can be improved later
I got a score of 60 by spamming the spacebar.
As the score increases and enemies speed up, the bullet travel speed and the turret's turning speed both feel sluggish so maybe adding a powerup system where occasionally you can shoot an incoming powerup to permanently increase your firing rate could be a way to make it less frustrating in the later stages.
Without reading the presentation, I didn't actually know what the bar at the top did. Upon realizing it was the energy bar, it made more sense that i couldn't just spam bullets, which would make the game trivial.
Sometimes at a glance, I wasn't able to tell which side of the triangle the bullets would come out of. In key moments, I would sometimes shoot the wrong way and lose energy by accident.
I did not like how it was sometimes possible for lives to be lost with one mistake. For example, missing a shot on a fast enemy would cause them to pass before the turret could turn back in time.
Adding some bgm or powerups would be nice
Not much, its very good and aligns with the theme very well
The only thing I wouldve refined is limiting the number of bullets available. I think that the game could've been slightly more difficult with more constraints.