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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.

So right off the bat, I want to note some weird behavior I noticed. First, if you hit ALT + Enter to make it Fullscreen, it also registers the Enter key for starting the game. Probably not something you want happening. I also noticed when I got to the end of the game that it says to press ESC to Quit but this just brings up the pause menu on top of the Victory screen, making a huge visual mess.

The game's concept is very simple, though it took me a moment in the tutorial to realize that I was supposed to be drawing around  the blocks. I had assumed it was a shooter of some kind at first. The set up of being nearly invincible unless you're also "attacking" is very interesting to me, and absolutely paints this as a risk vs. reward type game with its bullethell gameplay.

With that said, there was one thing I constantly wasn't a fan of: the high rate of fire on the spinning blocks that had 5 or more points to shoot from. I always felt like there was never enough room for me to navigate around. Whenever I dealt with these blocks, I felt like it was just a better idea to brute force my way through and get it down to at least four. This was also true for a lot of other blocks, where I felt I was unlikely going to get out unscathed and decided to do that (especially on the second boss). If this is the sort of thing you want players to do, then you're all good. However, if you're NOT after players trying to brute force their way through then there may need to be tweaks with some of the more challenging parts to make it more doable without this strategy.

Honestly, that's all I got. I otherwise had fun with it. Keep up the great work!

Thanks so much for playing and for the thorough, valuable feedback! I'm looking forward to the VOD.

I'll be sure to implement fixes for the issues you mentioned. The high rate of fire was intended to teach the player just how long their loop was, as you can move further away to make the gaps in the bullets more manageable. But, I didn't spend as much time as I wanted on level design so definitely something I'll be improving