Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(4 edits) (+1)

DEMO V2:

All around a better experience. While some issues still remain, I find myself playing for longer. Some stuff that still annoys me:

-A lot of mechanics aren't fully understood until you get used to how they're set up (you get no bombs on respawn until you manually break a canister), so there needs to be a comfortable tutorial level.

-Dash shouldn't be exclusive to shift, you should also be able to double tap a direction. Dashing in mid air is super helpful, but also uncomfortable.

-Leveling up and down should be more obvious. When I see five balls next to the aim reticle, I don't know what that means. Have a plain obvious "LEVEL UP!" notification pop up near the player, and give a vertical level bar right next to shield. Dying also shouldn't take you to level zero, should just level down.

-The label regarding what item you just picked up should be larger. I didn't realize what I picked up was a shield charge until halfway through playing.

-All powerups should move towards you when nearby. This is huge. A lot of life or death scenarios ended in death because I was like 1 unit away from a power up, hopping around.

-Powerup canisters should break in much less hits. It's too risky to go for a powerup when it takes as long to break the canister as an enemy.

-There needs to be more checkpoints and levels should "know" their difficulty more, the escalation is a bit much still. The first zone still gives me so much trouble. Also levels should be shorter.

-There should be shield charges during a boss. The 1st boss should also have less health, way too difficult for a first level.

-The enemies that spawn out of the generator home into you too fast and too aggressively. During the boss this is a total pain.

-There seems to be a bug where if I die enough times, the game just freezes at checkpoint. Does it have something to do with me focusing out of the window for a bit?


A lot more fun than the previous demo, but I'm still whiny :p I can feel the input you took into account, and it's better because of it. Just a little more and I think you should go into full production.

The verticallity makes the game feel so much better, the hover is lovely.