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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This was a treat to play. I was really enjoying myself with it and the various side missions.

There are three areas in particular that I think could use improvement (though I'll also admit, I forgot this game was supposed to be considered a bullet hell so one of these areas you may just outright disagree with).

The first is control over the gun. The way the gun fires can feel very frustrating since it requires very specific conditions for each thing: on the ground to shoot two bullets up, in the air to do one up and one down, and on the wall to shoot horizontal (with the second shot going in a diagonal). However, I often found I wanted to be doing horizontal shots while on the ground and simply couldn't, forcing me to dodge around to try and bait enemies above me. If there was one thing we could get, it'd be some sort of control over the gun and the way both bullets shoot. I'd rather have a means to shoot both vertical and horizontal from one position than most of what I'm going to say here.

The second is in regards to the size of certain obstacles and the room the player is given. The first time I felt like this was a problem was when I first encountered the spinning blades in that tiny little vertical corridor. The window becomes so very narrow and problematic for a lot of reasons, especially for what's essentially one of the early levels. I also really felt it on the first mission to only use the left wall, as the final jump has this spike that is so incredibly hard to avoid given how early into the game it is. This, I feel, is also the one you'll disagree with.

The third issue had to do with invincibility frames. The player gets two hits before they die, with the first hit represented by losing their mining hat. If they recover it, they regain the hit. The problem I had was that 9 times out of 10, I would be hit in such a way where I would not have the time to react once I regained control and would just immediately be hit, as the invincibility frames seem to be only half a second or so. If I wasn't knocked back in the perfect way when I got hit, I was basically dead. It was really frustrating to have this happen. I do feel the invincibility frames should be increased to give the player more of a chance to regain control of the situation.

Those are the three areas I can think of. Otherwise, great job! I can tell how much you're putting into this game!

Thank you so much for playing and for such a detailed feedback! I'm really glad you had a chance to play it fresh without any knowledge before, because this gives me the best insight into first time player experience. Let me comment a bit on your feedback. 

1. Control of the gun. This is so far the most room splitting feature. My idea for the game is to make the player position around the enemies, rather than aim at them. This is done so the main focus is on platforming and not "twin-stick shooting". I am sure it takes some time to get used to.

2. Size of obstacles and tight gaps. Definitely agree. I am changing the level design right now. It's a developers being the playtester kind of issue, where all levels were super easy for me :D 

3. This is also something I do not really know what to do about. Currently the i-frames are set to about half a second which is already long, but the issue mostly comes from not enough manoeuvrability to get away from the danger. I will come back to this and think of some solutions. 

Again, thanks a lot for playing and leaving feedback! If you could send me the link to your YT channel that would be great!