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(1 edit)

Cirno has a fucking gun, and im all for it. Played on hard difficulty with a PS5 controller and made it past the first boss.

  • I like the title screen and music. makes me wish there was music in game
  • First thing that jumped out at me is the analog controls for aiming feel pretty terrible. There seems to be independent deadzone in each axis which effectively makes your aim "stick" to the cardinal directions. This makes hitting anything pretty finnicky and is definitely a dealbreaker for anyone who wants to play with a controller. I think you can get away with just running a deadzone on the length of the Vector2 corresponding to right stick input
  • Arguably a skill issue but analog sticks are inherently less precise for top down shooters so I'm a big fan of adding some kind of aim assist if you want to support controllers
  • controller would only work half the time in the menus, i think this is happening when no UI node is currently focused and thus it is impossible to use the dpad to navigate to any other UI node. it would also be nice to switch menu tabs with L1/R1
  • shooting at enemies has basically 0 feedback and they take a lot of shots to kill. does not feel like you are doing any damage until they drop dead
  • sfx/vfx are currently pretty piddly and unsatisfying, im imagining this is already on the list for future polish but it will do a lot of heavy lifting in making the game feel good
  • I found extremely limited amounts of ammo and ended up having to fight the boss with 90% the ice pistol which felt anticlimactic
  • I really like the graze mechanic incentivizing some risk reward. The laser gun to use the built up shields from grazing is a great idea.
  • A bit hard to tell what is foreground/background assets. I wish interactables and important things had higher contrast while background stuff had less
  • Bullet hell patterns were fun to dodge through with the strafe, id like to see a bit more complexity (you didnt hear this from me but you should steal some from hildegard and lombard, that game has great patterns)
  • I encountered a bug where my pistol would not fire and instead would continuously reload. re-equpping fixed
  • Without a map i ended up stopping after getting the green keycard since i didnt remember seeing any green locked doors. I ran around looking for one but the movement speed being so slow made backtracking a slog. Probably a brainlet move on my part and it was right in front of me

The basic mechanics work pretty well and doing the actual bullet hell dodging is fun. The shooting does not feel fun right now. The boss is definitely the highlight for me. I think with some polish and more satisfying feedback that you'll have a pretty fun game on your hands. The concept carries it right now.

keep up the good work!

(+1)

Thank you a lot for playing

The gamepad controls are still very barebones and I'm aware the right stick aiming is completely broken, that's something that's going to eventually get fixed, I also agree on the autoaim, since a big influence lately has been enter the gungeon, I don't think I would be able to play at all without the game automatically snapping the aim towards the enemies, so that's definitely going to be implemented at some point.

Ammo is going to be rebalanced too, it's just a matter of deciding what the damage values are going to be, it's all fluctuating at the moment, for instance in test builds I now made the base gun fire much faster but with lower damage to mimic the way touhou games handles the player weapons, right now I calibrated the base weapon to take a bit longer to kill enemies than the specialized guns do.

I'm also going to add enemy blinking and knockback eventually, so that there's feedback that the enemy is actually being hit.

I'm also working on graphical upgrades, remaking the floor tiles to have more detail, the walls are going to receive the same treatment soon and I hope I can make them look like actual walls, perhaps by trying out some perspective

Also character speed has been complained out a lot, I'm definitely going to make Cirno float and have some friction to reach top speed and slow down when not focusing, hopefully controlling her will become more fun... unless it gets worse.


Minimap is probably going to happen eventually, I already made one for roguelite mode, I'll see what I'll be able to do.

Also you might have missed it (because I didn't really put it in the tutorial) but by pressing Q you can freeze enemy bullets at the cost of shield power, great for emergency situations, I'm considering tying it to the gain of Motivation, where freezing a lot of bullets at once would grant you a lot of it, but I might have to make enemy boss patterns harder to compensate, we'll see