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this is an impressively deep game, i like the battle system/bullet dodging, the theme and art  is great (though pretty stable), but it’s very difficult to get into without a tutorial. I read the manual so that helped, but even still it could be difficult to constantly try and figure out what elements the enemies are (not always easy at a glance), what types are good against them (not easy to tell which one you’re switching to using with the current UI) all while  dodging bullets. But, the fact that you explain how the enemies split up shows me that there is intuitive logic to how the battles go, and being able to start the battle after strategizing is good. A tutorial that starts with just one element and enemy type, then slowly building from there would be the way to go.

Personally, I don’t like scrolling to each element, I just wished I could’ve had the elements mapped to different keys (say, 1-5), so if I wanted water at a moments notice I could just mash 1.  I was fumbling about trying to find the right weapon too much during battle, which made it harder to engage and get my hands dirty with the combat system you built.

overall, great work, could just use a bit more handholding to get the player comfortable with all that’s going on.

Thank you for playing! We tried to have unstable enemies while keeping the gameplay stable (deterministic) for replayability. I agree that the UI and tutorial can be improved, which we traded for more debugging time. Mapping the number keys to elements is a good suggestion. We originally had five firing patterns (one pattern per element) mapped to the number keys, but removed them after we reduced the patterns to the current three.