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(+1)

Forgot to comment my feedbacks here lol. I already had a few words in discord and won't repeat it here, but I do have some feedbacks that are only related to the gameplay regardless of the difficulty. There many things that can be frustrating when it comes to the bullet hell of the game (Since this is obviously heavily inspired by Touhou I hope you don't mind me comparing your game to it in my feedbacks -- I hope I won't sound too harsh lol):

  • Arguably the one thing I find to be the biggest hindrance to this game is the movement. The regular movement speed is TOO SLOW. With that speed there is functionally no difference between using regular movement speed and focused movement speed. If you notice in Touhou, the regular movement speed is usually for macro dodging (moving far far away from harm's way) and the focused movement speed is for micro dodging (squeezing in between gaps) -- here tho, due to the slow regular movement speed, there is no such thing as macro dodging only micro
  •  The shot types... also functionally makes zero difference unless I am missing something. Both the regular and focused shot types have such narrow range. With both the movement speed and shot type making functionally zero difference, there seriously was zero need for me to use the focused mode during my playthrough
  • Lastly, the bullet patterns. The patterns are interesting, but I notice most of them are static-ish patterns; well some are not but most are. I think it'd be more interesting to include patterns that consist of aimed bullets such that bullet routing and "streaming" skills are tested. In this game, I feel like only my brute bullet dodging skill was tested... which is fine I guess, but patterns that have some tricks may be interesting.
  • Would definitely also love the QoL where you can track the boss's location at the bottom of the screen lol

Looking forward to if you make another similar game next time; hopefully you will at least consider my feedbacks.

Thanks for the feedback!