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A jam submission

Sigil ShooterView game page

Shoot bullets, bombs, and beams to kill the thingy faster than it kills you.
Submitted by M-AS (@matthewrobo), afreefri, TheNoblestman — 28 minutes, 15 seconds before the deadline
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Sigil Shooter's itch.io page

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What did this game do well?

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The gameplay is fun, it reminds me a lot of bullet hell games. All the different types of projectiles you can shoot (bomb, beam, etc.) made me think about what the best action was, while also avoiding the bullets.

The game feels really smooth. Friendly and enemy bullets feels really good.

Really intense fun! Invokes the touhou feeling in a really unique way, down to the insane bullet patterns. Interesting resource system too -- its really fun to juggle between bomb and beam when needed!

I don't even have words for what's going on here. I'm scared and confused. The music is coursing through my veins. The boss is living rent free in my head. All I see is bubbles. 10/10 would send to my friends to frustrate them

This is similar to space invader type game I have played before but somehow I really like this version of the game because of its fast pace. The boss is hard to kill and the bullets formation is very hard to dodge are all good ideas and bring uniqueness to the game. The ray energy that can turn enemy bullets into the player reward for more beam is a good application of resource. Also I really like the mute button that can be turn on to help me focus on the game more which I don't see games in our class has implemented yet.

I enjoyed the simplicity of the game and liked the loop of level difficulty increasing and decreasing based on player success.

The game gives a direct satisfaction on against the boss with a lot of dazzling effects.

Game both looks good and plays well. Controls are very tight and polished, and the way the resources interact seem to be interesting and have some thought put into it.

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What could this game have done better?

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I think that the game could have started us off with a smaller or more simple enemy so we could get acquainted with the controls and then have us fight the bigger, more complex ones.

Without the presentation, it's really hard to know what the goal of the game is and even with the clarification the game is still kind of confusing at the beginning.

The game starts off extremely difficult; a bit of a simpler on-ramp would be nice.

Maybe start a little slower. The documentation below is very clear, but it would help to have a tutorial level that connects you with those mechanics more explicitly.

I think the boss design can be improved with selected profile picture of your friends to add more fun to the game. As the boss health goes down, its shooting style also change but it is still the same boss. I would suggest the game add some mini boss like the big boss can split in two can make the game more intense. An additional of floating perks like more bombs or new bullets damage increase will make game resources richer.

The combo of the colors of the circles and there movements made me a little nauseous / motion sickness. I think the initial difficulty of the game should be scaled down a lot so the player can learn more quickly the mechanics and dodging skills required.

It's like an infinite game without feedback. Like we don't really know where is the end, and what will we get.

The resources and the game itself is somewhat poorly explained, and the player's actions can feel a little unimpactful. I think a build-up of difficulty or adding more explanation outside a wall of text would help conceptualize and explain the different resources intuitively.