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(+2)

The progress of playing is quite challenging but enjoying. The introduction is well designed and this game prepared its own background storys, the completeness is pretty good.

While these are drawbacks of current version:

1) the color of "dangerous" meaning is ambiguous, and it's not easy to figure out which part will hurt player. 

2) the behavior of 'upgrade' is not proper considering the gameplay pace. 

- movement of 'upgrade ship' is too quick and its appearance is not obvious enought in the colorful environment

- the switch frequency of the 'upgrade type' is too high which make it quite random when play upgrade his skill. if player missing or eaten an wrong 'upgrade type', the difficulty will be different.

- the power of different types of weapon are not fair  comparing to each other, when this one work together with 'switch frequency' problem, player will feel some frustration just because he hesitated 0.1 second to eaten 'upgrade box' and get an unexpected one.

Overall, this is a quite good title in this contest, which has a retro arcade style.

(1 edit) (+1)

Justus, thanks for your feedback. I'll respond to your points:
1) You mean which parts of the enemy will hurt the player? Their hit boxes are generally a little smaller than their body shape. 

2) Related to the power up capsule/power up roulette:

A) I lowered the movement speed of the power up capsule, however not by much because I recently chose to increase its hit-box. In this  build, you can only hit the capsule area to break it, but now the area above the capsule respond to bullets too. So it's easier for the player to hit.

B) I will not be changing the switch frequency because what you described is the exact point. It's supposed to be challenging to get the power up you want. And you have agency too, you can shoot the power up roulette to force it to cycle. Just learn the timing, and manipulate when needed. (You can use the boomerang shot to pick up a power up too!)

C) I can try playing around with having the capsule flash so players can't miss it in colourful environments.

(+2)

Justus,

After a recent streamer played my game he echoed similar sentiments to you. Just wanted you to know that I did end up changing the frequency at which the power up roulette cycles between items. At the time I disagreed with you, but you were right about this in the end.