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The googly eyes following your mouse on the title screen was delightful.  The intro story was well done and the music helped give the game an epic feel.  The way the bubble moved when you hit the sides or bounced off enemies and were knocked outside of it was a cool effect and added to the watery feel of the game.

The game play itself, unfortunately, felt unintuitive to me.  Sometimes it seemed like I could be hit more than once before respawning, other times it seemed like a single hit would result in respawning,.  It's possible that I was hit more than once in those cases, but it wasn't always very clear.  It probably didn't help that sometimes hitting enemies caused the player to bounce around while other times it did damage.   

The player's health vs. the bubble's health was not the clearest.  Reading your reply to Dac helped me understand the connection, but it was very easy to miss in game.  

It was also really easy to accidentally select a level up bonus instead of picking which one you wanted.  Maybe adding a "Level Up" screen first and then the selection screen, or including a continue button on the selection screen could help decrease the chances of accidentally clicking through it.

I enjoyed the overall look and sound of the game, which made it easier to play through multiple times to try to get a better understanding of the game play.

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Thank you very much for playing!
Would love to know if you managed to beat the game.

I agree that the game has the problem of not being intuitive,  this makes the game really hard.
While making the game more intuitive solves this problem it also creates a new one. 
After you figure out how the game works the game becomes too easy. 

In other words the learning curve is very steep in the beginning and very flat in the end.

I know of a few cases you can get hit multiple times, tho I struggled to make a  decision on them. Some of them are:
Choosing the heavy shape modifier - bombers shouldn't do damage, but they drop plastic when they die, if the plastic gets thrown towards the player, it damages it (it happens to the other shapes as well just less often) . This wasn't really intentional but I decided to leave it for now (heavy is a little bit op).
When plastic is on top of the spawn point, while enemies float toward the margin of the arena the plastic does not. This makes it such that the player will instantly get hit when it spawns. More often then not it pushes the player in another plastic leftover.  There are ways to mitigate this situation, you can try to shoot away the plastic when its in the middle of the arena or you can keep the click button pressed when spawning (you will still get damaged but the plastic will be pushed away preventing the situation from repeating).
Velocity - sometimes the player moves so fast that when it hits a plastic "leftover" it no longer gets pushed away. That makes the player get two hits instead of one. 

Balancing the game has become quite a difficult thing =) and it was supposed to be a small game...

The "confirm upgrade" option is a great idea! Can't imagine why I didn't think of that until now.

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I only made it to wave 9.  I'm not the greatest at this style of game, though knowing that there is an ending I may try to see if I can manage to beat it.

Thinking a bit more on it, giving a little more details in your tutorial might help someone pulling out the game for the first time understand things better.  Along with telling players not to touch the red pentagrams, maybe including an image of the different enemies with a little description of each.  I think also more clearly stating the relationship between the HP and air bars in the tutorial would be helpful.  It made sense once I read your comment about it, but I didn't figure it out on my own.  

And I totally hear you on the challenges of play balancing.  That's one of the big things we're working on too.

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Thank you for letting me know!
I was surprised to find out that a lot of people are not in this style of game. 

There is some information in the tutorial section but I imagine a lot of people skip that.

Wave 9 is pretty good. I would say that the first 10 waves are the hardest (depending a little bit on playstyle/upgrade choices).