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This game was part of my third Indie Game Contest and for the first time ever the contest ended with 3 games being very closely tied for who should win. I am happy to say that in the end your game came out on top and received a donation!

As for the game itself, what a fun time killer. I have always enjoyed a good incremental game now and then and yours is probably one of the more enjoyable ones I have played. Initially I maxed out the skill tree and hit a wall on level 3. I was taking so much damage it was pretty much impossible to progress. At this point I had spent about 30 - 40 minutes with the game. Unfortunately for me I was in deep at this point and confident with strategical skill tree upgrades I could beat level 3. This kicked off a 2+ hour play session on stream where I talked about ideas and and gave feedback on the game. In the end I was able to beat level 3 and level 4 before hitting what I believe is a hard wall at level 5.

• The skill tree is a fun idea to keep the player playing the game. I liked how new skills would be revealed as you upgraded things in the tree. Kept me wondering just how far the upgrades could go if I just kept playing.

• The game is minimalistic in it's mechanics but the mechanics are all well done. Having the enemies also do damage to you is a great choice as it allows for more skills in the tree to offset this as well as giving the player a bit of strategy to their play. For example in later levels when enemies are doing more damage it is actually beneficial to NOT upgrade ricochet so the amount of balls you have out are not staying on the field causing you to take more damage. 

• There is an odd bug going on behind the scenes where the game lags if you move the aiming line all the way to the left of the play field. Not sure what could be causing it because I am not a developer but on stream I guess it could be that some check is taking place to ensure the aiming line isn't going past the allowed point but spamming that check which causes the slowdown. 

• I like the minimalistic take on the enemies because it gives you a lot of freedom and a bit of an easier time when it comes to adding new varied enemies. 

• One thing I did mention on the stream is that it would be cool if the game had a sort of prestige system where after you begin to hit a wall you could reset your skill tree in order to receive a special currency that can be used to unlock permanent upgrades for future runs. This upgrades could be both stat upgrades but also unique modifiers to the experience. It might also be worth it to allow people to respec their skill tree for when they want to try a new strategy like I did. 

• I know it is probably planned already but I do feel like some kind of background music would add to the experience as having the game be primarily silent could make it feel monotonous over time.

Thanks for all the hard work you are putting into the game, I look forward to seeing how it progresses. Lastly, congrats on winning the Indie Game Contest!

WHAT!!!!! thank you michael electric!!!!! i didn't even know i was IN a contest!!!!!!

i really, really appreciate the detailed feedback, the game is at a super malleable stage where I can mess around with a lot of the mechanics behind the scenes, so reviews like yours help shape arcannon's development a ton! 

i've found some of the main performance bottlenecks (like the aiming system) and am stamping them out behind the scenes as I write this out. the softlocking with rebounds and enemy spawn upgrades totally slipped past me before release, but after a lot of feedback i'm making big changes to the skill tree to make sure there's less "trap" options. i think your prestige/refund system is also a great solution to allow build variety without making anyone feel stuck in something sub-optimal.

i really appreciate your work spotlighting and supporting indies, and I will be watching your VOD later tonight to learn from your live playtest. thank you for giving me the exact boost i needed to start my friday dev hours!

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It was a pleasure to play honestly. I hope my VOD can give you some insight into the player experience although I will warn you that I believe my sanity started to devolve at a certain point lol. I look forward to seeing how to game progresses and definitely would like to showcase it on the channel again in the future. Also, I don't really tell any of the developers I have included their game in a contest. I just choose a bunch and at the end of it all I donate to the game I felt was best. To date I have donated almost $400 to indie developers and really it's the least I can do after how much entertainment indie devs have brought me. I don't think many people realize just how much work it is to make an indie game. Sure, everyone can come up with a "great idea" for a game but to actually conceptualize and produce something takes a staggering amount of work. I really appreciate everything you are doing so keep up the great work! I am also happy to provide more testing if when you release further builds if you need someone to take a closer look at things. Just shoot me a message any time. Enjoy your Friday dev day! Cheers!