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I have to say, it's a pretty cool concept. I feel like you should probably make it more obvious what the pattern's going to look like when in game and make the map - or at least a part of it - visible before you start, to make it a bit easier to prepare for a level. It could also use a tutorial, as I didn't really understand what the text and sfx meant until I actually entered the first level. Besides that, I don't think the balance's quite right. I'm pretty sure the shotgun blast is meant to be relatively low range, but it really isn't. In most cases it's basically just a direct upgrade of your regular burst, with it taking less time, shooting out more bullets and having a more than long enough range. 

Now with the negative part out of the way - I really liked basically everything else about the gameplay. I mean, the graphics obviously aren't really super polished as of right now and the audio, while pretty decent as is, should probably be worked on a bit further since it's a pretty core element of the game. But I can't really say it wasn't fun going into a room with a basically blast only build and shooting everything inside. Hope you continue working on it, since I think you've got something pretty good in here!

(+1)

Thanks for the feedback!

I do intend to add more of a way to preview the actions before going into a level at some point, likely along with a full on tutorial.

You’re correct that the blast was meant to be a shorter range thing, I was worried it would be too close range and not be useful and I think I just overcorrected a bit there. As for balance, I’m experimenting with an energy system to limit how many actions you can take, and my intent is that the blast action would take more, necessitating fewer shots with it than the burst.

Once I get the gameplay more polished I intend to do a more thorough revamp of the visuals and audio, I’ve just been putting those off because those are not really my areas of expertise