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First, I'll mention the game has spelling mistakes and then not mention it again since I don't think it's important. Some of them are pretty distracting though (like the Colonel saying 'extradimentional' right in the prologue). There's also some missing periods and other stuff that can be fixed by proof-reading.

The art is still very simple, and that's fine; that being said, I don't like the palette. At some point I thought a red bridge was a door. Maybe that's more due to the lack of shading, but it's not very nice to look at. The lack of music made me feel lonely. There's a severe lack of responsive SFX. I loved the portraits, they're very cute; the dialogue is very cute and fun, and the story is easy to understand.

Right after I started the game, I accidentally skipped the tutorial by walking on the teleport pad (probably shouldn't happen). When I went back to the prologue, I found out you can't skip the dialogue (not good). As to the gameplay itself, it's fun: I got lost sometimes, but that's more a level design question than a fault in itself. The level design, as it is, seems like a mix of Zelda-like dungeon crawler and typical top down shooter (I think that's the intention). At some point I accidentally teleported again and got lost (again, probably shouldn't happen). The Rumia boss fight was fun, but I feel like her hitbox is way too small. The red cross-hair is also too small and easy to miss; I couldn't really tell where I was shooting. You could either make it bigger, make the color stand out more, or make it follow the cursor, or maybe a mix of those, whichever you find better considering the gameplay. I think you should also be able to manually move the camera somehow, even if just a little bit off the edge of the screen, since vision is pretty important in these kinds of games.

I think some concepts could be explained better. It took a while for me to realize the laser used your shield, and that grazing replenished it, although I might have missed some explanations, since I tend to get lost while reading.

I found one bug at some point, with the red elevator, where if you stood next to the button and pressed it would push you up or down as if you're moved by a mysterious force, even though you're not actually standing on the elevator itself. I found another bug, in the section with the remotely-controlled turret, where it would go through the door leading into the room even though it's closed; apparently the turret doesn't have collision there. Otherwise, it seems pretty bug-free. I liked this game, keep it up.

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Thank you, this is some really useful criticism, some of the stuff you pointed out is like that simply because I haven't got to do it yet, stuff like responsive SFX, some are known bugs, like the elevator, a lot is genuinely good like the art criticism!

> It took a while for me to realize the laser used your shield, and that grazing replenished it, although I might have missed some explanations, since I tend to get lost while reading.

I added the laser weapon and a hastily written dialogue for it a few hours before finishing the demo, not your fault for having missed it.

Have you tried the roguelite mode? That one is really fresh and still in badly need for balancing, it also introduces the bullet freeze mechanic, another mechanic I haven't really put in the tutorial yet and is only explained briefly in a text in the roguelite mode beginning room, proper tutorials for everything are planned but I've been focusing more on the vertical slice

I actually forgot there was a roguelite mode (sorry) so I went back and played it. It seems functional despite some bugs. I'm guessing the rooms are random? I got a room once where the doors were freaky and opened and closed for no reason when I went through them. I died once (got to 0 motivation) and got an apparent soft-locked. When I respawned, I had focus on and I couldn't move or open the menu. I'm not sure if this is a problem with the mode specifically since I didn't get to 0 motivation during the story mode. You might already know this but I feel like I need to mention that the boss room is lacking collision in some parts so you can just walk out of it into the void. I suppose the consumables are kind of underwhelming, I feel like they should heal more. The bullet freeze works but I only found it useful as a panic button (it kind of reminded of Super Ledgehop. It's an old game now but it has a similar mechanic).

(+1)

Looks like the soft lock on death is a bug I'm going to fix soon, other than that, yes most of the jankness in roguelite is due to the early stage of production, I'm definitely going to buff healing.

The bullet freeze is indeed a panic button, but I might try to make it more interesting by playing more with other resources, like giving motivation for freezing a lot of bullets at once for instance