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(+2)

This game has a real core issue of a "lack of decision-making." The premise is simple and quite charming, but it suffers from this fact: It's a pretty mind numbing game. The core of a shmup is fast-paced decision making, constantly juggling whether to close in, move away, whether to leave some enemies alive for a higher score, managing resources etc... In this game, every wave is very segmented and there's no way to "fail" a wave. (In most shmups, waves have a timer after which they leave so you can't farm them infinitely for points). You either clear it or it goes on forever until you do, and there are no resources besides your lives (I frankly still have no clue what "Core Stability" is I never saw the big crystals on my right deplete.), so the only thing you have to do is focus on micrododging the patterns and out-DPSing the enemies (for this reason the Armband Memento is always the superior choice because it lets you accumulate damage without having to look at the enemies and you can just spam the homing shots by mashing X while holding Z to do a barrage of both shot types).


The boss fights also suffer from this a fair amount; I was expecting them to move around the screen in ways that would, say, give the Pendant Memento room to shoot them from behind or from the sides, but instead they sit at the top of the screen and fire patterns that can really only be dodged in one way consistently and then you just... outDPS them. The one time one of them moved down in a way that would benefit the Pendant was the first boss with his attack where he charges down... And then he suddenly comes from the top of the screen for no reason and cheapshots you if you hang out there (in general the game punishes you a LOT for being at the top of the screen with crystals coming down superfast and immediately killing you-- Do they really need contact damage?)


The fish actually is pretty fun to use (and it's immensely charming) but then that leads into the smaller issues with the gamefeel like the fact that even though it's super satisfying to shatter the crystals, the most common enemy type isn't the small one but the big one that has multiple HP so even your super cool fish swing has to swing twice to shatter them (and there's no sound effects for doing damage) so it feels weak. Also, since a lot of patterns don't have "cooldowns" (where they stop firing), a lot of them are just "kill a bunch of crystals at the start to make it bearable or else they will pelt you with an undodgeable barrage of shots the moment they get going."


When I first started this and saw the crystals teleport one by one and I saw the background synced to the music beat, I thought it'd be more of a rhythm game. I think if it was more like Space Invaders Extreme 2 where everything is synced to the music (i.e your shots ring in tune with the melody and enemy spawns and such can be all synced) then with some added visual effects I think you have a really cool "trascendental experience" sort of game like Tetris Effect, and you add _something_ for the player to think about besides just micrododging. I think it would work really well with the crystal aesthetic and the music (which are both VERY cool); either way this game seriously needs more meat on its bones. Make the player think more!!

(+1)

I forgot to comment on Hard Mode: Once again it doesn't really add more "strategy." The hostage crystals are a neat idea but if you shoot one you just die, so the only real thing that's "added" to the player's mind is "well shit I gotta be careful with my mashing.", there's never any interesting decisions like potentially breaking a few to make things easier or anything. It's just more noise.

(+2)

Thank you for your detailed comment.

Overall - the main goal for this prototype has been to create a solid gameplay/mechanical foundation, and focus wholeheartedly on the audiovisual presentation. I'm happy to hear that you enjoyed the aesthetics and the music. Your complaints about gameplay are perfectly understandable coming from (who I assume to be) a seasoned shmup player - however, I believe most of your criticism comes down to expectations.

Every enemy wave is a sort of positional mini-puzzle. The "lack of decision-making" may be applicable to the absence of the strategic elements like bomb, hyper, rank and other kinds of management, but the tactical considerations are definitely present. You are forced to react to each new wave and decide on the spot - Where do you move? Which enemy do you shoot first? Which enemy do you switch to after killing the former? Some waves are trivial in this regard and literally never shoot you, but others may pose significant threat if "solved" incorrectly. Purple and Fish subvert this dynamic heavily, but with Yellow it is the primary intention, especially in Hard mode.

Sounds to me that you've played advanced shmups so much that those tactical situations have become trivial to you, being able to engage threats optimally on the fly. This is fair, and I can certainly relate. However, from my experience making games, talking to devs and observing the scene, very few players actually possess such sensibilities. Judging by how the other commenters note the game's simplicity without outright saying it's a flaw - I think it's a valid reasoning that most people are satisfied with the amount of decision making currently present. I guess we'll see once there are more comments.

That said, the game is really meant to be a foundation to be built upon. I had a lot of ideas that couldn't make the cut due to time trouble. For example, the way in which our game implements the theme - Core Stability (which you managed to completely avoid interacting with through no fault of your own, oopsie) - is rather limited at the moment, mostly affecting the audiovisual aspect and not so much the gameplay. It's also made completely irrelevant if the player never ever dies. Which, to be fair, mostly people that aren't you or me would die at least a few times on Hard, which will force them to interact with it, so I consider it a decent implementation.

I appreciate the music idea. Music-synced bullet hell is something I've already done before, but for this jam I wanted to avoid scopecreep. Synchronizing Reverie Breaker to the music would result in a completely different game, so this is unlikely to happen save for a TLB or something. Either way, I'm glad you could still enjoy certain aspects of the game.