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(+1)

Really like the visual style of this, very cyberpunky, loved the neon. Balance wise, more of a cooldown on the bullet time is probably a good idea, with the multi-shot at the end - a cool feature, which reminded me of a talk I heard about a reload mechanic. 

The gameplay is pretty straightforward, although I did notice that the geometry bounced shots in interesting ways, you could probably take advantage of that. Constantly backing up and firing works for most things, although it's a lot easier to dodge shots when you're diagonal from an enemy rather than directly across from them, which adds a nice touch of strategy to the backup and hold shoot pattern. 

It was cool that there were a lot of different enemy types, but other than the shooters, it didn't matter much to the gameplay because the solution was pretty consistant no matter who you were encountering - keep your distance and fire at the closest enemy. The shooters were the most difficult. It seemed like sometimes your bullets would deflect theres, but it didn't seem consistant, which is for the best, as they were the most challenging enemies. It seemed like if you were in a bad situation dodging a shot could be impossible, which isn't terrible, since you have some control over your positioning.

The music worked fine. Don't do much 3d gaming/creating, so I can't say much meaningful about it other than the laser deflections being pretty random at times (normals?) The game played out well for me in the sense that I only got to the boss when I had pretty much mastered the game, was getting a bit bored with it and was more or less on full health. So I beat the boss and was done. Exactly the right pacing for me.

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Wow thank you so much for the in-depth feedback ๐Ÿ˜ƒ

Alot of the balancing issues came from a bit of indecisiveness when trying to implement a load of ideas at once ๐Ÿ˜… on reflection I would have liked to have the cool down bar recharge and not instantly jump back to full ๐Ÿ˜Š

Yes the bounciness of bullets. That's a story and a half ๐Ÿคฃ so I put all the building in but only put collision on the first 5 or 6 and forgot to do it on the rest.. to get around this just put a long strip of collision on either side of the player... It's rough but kinda worked. I had alot of problems with bullets not behaving consistently. I found when I just put an alive timer on it kinda gave a the result I was looking for and liked they bounced a bit so just left it like that ๐Ÿ˜Š

Tweaking the enemies turned out to be the hardest part. When I had them I was a bit like "now what do I do". Wish I had made some different mechanics other then they just run at you or shoot ๐Ÿ˜‚

I am glad you managed to get to the boss. You did very well to get up to that point (embarrassingly in my own game I sometimes struggled to get there in testing ๐Ÿคฃ). Yeah I needed to add some more spice to keep it interesting (which was going to being leveling system but they got abandoned on the last day) but it just never worked out unfortunately 

Thank you again for taking the time to write your feedback it honestly means a lot ๐Ÿ˜Š I have also seen you have gone to other and wrote quite the breakdown of their games and I commend you for your efforts as I am sure it means a lot to those guys aswell ๐ŸŒŸ