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(1 edit)

This game has a really good foundation.

Movement is very fluid and the speed feels just right in normal and focus movement. I would like to try this out with some tighter patterns (if that is your plan) and see if it hold there, but so far I think it would feel good there too.

Visual feedback:

In the below section, my rapid shot was hitting the enemy, but it didn't seem like it was dealing damage. There was no obvious indication that anything was happening. Once I focus shot, I got the reticle and rolled with it until he died. There was a decent amount of time I was dealing damage and I didn't think I was affecting him and thought maybe I need to take out his side arms first. (watching my replay back I can see the body is flickering blue/gray. During game play I didn't notice this as the overlapping blue shots blended it in with my peripheral view.  Maybe a different color would help? Close to his death he flashes red and that is obvious, so maybe orange before). 

Another thing I noticed is a lot of the explosions outside of my direct view look like shining pickups, similar to the DDP games where you can shoot a point to expose a bee pickup. Not necessarily an issue, but it is a little distracting at first.

I think if the explosions were confined to an enemy this would be less distracting. For example the first stage boss has explosions happening off his model and a little further away as seen below. 


At some points when I switch between focus and rapid it seems I am cancelling bullets but am not sure how that works.

I am looking forward to the release, I think its gonna be a solid STG and will be a day 1 purchase from me at this rate.

Good job.

Thank you very much for playing and providing feedback with screenshots! Things you have mentioned are stuff that's easy to fix and will be addressed before the next build. 

I'm really glad you enjoyed the game already in its very raw and unpolished form. I can promise it will be even better in the future.

Thank you very much!