Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

The UI is very polished! I also appreciate the remappable controls, though some buttons use Enter and some use Z.

As for the gameplay, I think the time-to-kill of the basic enemies is a bit too long, given that they often spawn in a group. Also, they all shoot at the same time, and each shoots two bullets at different speeds, which creates a blanket of bullets that is hard to dodge, especially when cornered by their movement.

Talking about movement, I dislike how the enemies are invulnerable when they move in at high speeds. Most of the time, I cannot outrun the enemies spawning offscreen and get crushed. I think the formations are very cool, but maybe reduce their speed or indicate their movement before they appear. 

Finally, the loadouts are a cool concept, though I can't help but feel that the game is currently balanced around the yellow loadout. The purple loadout has abusable missiles (holding Z and occasionally pressing X), but no shooting backwards is a game-breaking disadvantage. The fish... it has laggy hit detection and hitsounds. It would be viable if it could knock back bullets like a baseball bat. But currently, with the frequency and density of bullet spawns, melee is not playable. 

Overall, it is a fun game to play!

(1 edit) (+1)

Thank you for your detailed feedback. I'll reply in order:

- Time to kill/Blanket of Bullets - overall, each enemy wave is designed to be a positional mini-puzzle. It should be possible to either get rid of every enemy before their attacks become too much, or take down a few in a way that makes it easier to dodge the rest. They can all be managed without taking a hit, but you do have 11 hits before you lose a "life", so there's some room for mistakes.

- Enemies moving in quickly - good point. I also noticed that some waves, especially on Hard mode, arrive too quickly, so I will tweak their timings. Some sort of "danger" mark for when an enemy appears would be ideal in the future.

- Enemies being invulnerable on spawn - there is exactly one wave where this is the case, the final wave of the first stage. Every other enemy should be killable immediately after spawning. If that's not the case then this is a bug.

- Yellow loadout - the game was indeed balanced with Yellow in mind, but every other loadout was designed and adjusted to have its niche. The intention was for each weapon to have its own playstyle. Purple homing *can* hit the enemies behind you given time and lack of enemies in front, but it's not as good for the job as Yellow. This is an intended weakness, one that the player needs to adapt to. Other than that, Purple is pretty much the choice for taking care of the entire screen while focusing on dodging, something that Yellow can't do as it forces more precise positions. If every loadout had the same strengths then there would be no point adding them.

- As for the fish - I've beaten Normal mode with it without taking any hits. It's playable, and is the best in slot for crowd control, but requires a completely different approach, rewarding an aggressive playstyle and planning your moves before a wave appears/starts shooting. It has some bugs and unfortunately, tapping it instead of holding the button will cause the weapon to break, which is most likely what happened to you (charge attack is not as badly affected though because the player can't tap it). This is an issue I really want to fix but couldn't do it during the jam due to engine limitations.

Glad you had fun with the game, and I appreciate your points of view.