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Great execution! Here's my feedback :

- Enemy hit boxes are great for the player, as they're small, allowing us to move adequatelly around the enemies. But sometimes, when the enemies are close to the lasers, even if technically they're not being hit, they seem to be supposed to.

- I like the balancing of your upgrades, but I have a hard time seeing the difference between level 0, 1, 2, etc. of the begs - maybe a time description would help?

- The UI sprite for the bombs looks like an enemy boss counter. When I placed a bomb, I then understood its significance - but maybe that's just me because I'm too tired right now! :D

- Later in the game, the bomb radius gets so large that it leaves you stuck in corners. Since enemies spawn so close to you, it’s almost impossible to dash into the bomb to avoid getting hit. The combination of the large radius and close enemy spawns makes survival really difficult.

- Your HP UI is far from the gameplay, and when you're looking away from your character, it’s hard to spot. This can distract you from the action and make it difficult to keep track of your health.

- When you make a reflex angle with your pegs, the yellow area of the mesh extends outside of bounds, which means it’s not covered by the laser borders. This creates a weird visual cue.

- The enemy that attacks pegs moves so fast that your circuit often breaks. As the enemies start covering more space, it becomes harder to make shorter circuits, especially when the game progresses and more enemies appear on screen.

That's all! Your game is great, cohesive, catchy and intensive!