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Thank you. This is the first time I've ever created an intro (or cinematic at all). So I'm really happy when people like it (additionally cause there were some hours during dev where I was close to throw the cinematic away cause something were terrible messed up). 

As you can see from the other comments - the hard difficulty is intended ;-). The idea and concept of the whole game is to build up pressure. Actually if the player keeps calm it can help a lot. At the beginning I don't move for the first couple of shoots. I just charge about 1.5-2s and start killing bombs. You have really a lot of time until the first bombs reach you. But you have to know where you want to move - when you start moving. 

I'm really happy that I hear so many positive response about the visual styles. I tried a lot of new things in this game I haven't done before =). If you like the music then check out the credits of the game. Music and Sound Effects are not done by myself. They are from the assetstore and/or from itch.io :)

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I get the intension behind having a higher difficulty, I do struggle not making my games hard aswell. But there are some issues with this.

1st you don't give the freedom to explore and find your own way of playing, you having to tell me exactly what you did in the first couple second of your game kind of shows that. Having this kind of exact pattern to follow can be great, don't get me wrong! But if you don't build up to it, by giving the player some time to enjoy and exlpore on their own, they lose motivation more often than not. 

And 2nd the player does not know everything YOU know about the game. I have no idea about the bombs walking speed, explosion range, damage or walk speed. Neither how long I have to charge to kill a bomb with one shot. All of this things I can find out by getting some easy introductional levels, to get me up to speed.

 In the end it's your game and you can do what you like, but it is a shame if people only see the first 10 seconds of something you have worked so hard on!

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"but it is a shame if people only see the first 10 seconds of something you have worked so hard on!"

Depends on the point-of-view. But first of all I have to clarify something: cause I think my replies here gave the impression I would block or ignore the comments. But I don't do that. Because the main reason why I'm here on itch.io is cause I rely on critical comments. Guiding the user is a know problem for me. As you pointed out correctly: I am the dev - I know how the game works. I can only assume what is necessary for a proper introduction. But thats not all. Some people need more guidance than others. And I can't say: their problem. A good game should be able to get everyone on board. And without feedback I can not valid my assumtations.  

Even if I like to hear positive comments (and of course I really do :D) - critical comments are those who bring me forward. But I want to take them in order to improve upcoming games. If I start improving existing games I'm afraid that I stick too long to them. I already hat that problem and project which was meant to take 14 days consumed in the end 6months. And since then every project did... I did this for a couple of years and learned in that time less than in the 3months while I am here on itch.io.

So please don't have the feeling that I wouldn't take your comments into account! And also thank you that you insist on your points. Cause they are absolut valid and I will keep them in mind for every game I will make in future :-)

The last thing that I want is that people think I would just block them and stop writing me comments. Cause I know: I need them to get better --- And I really want to get better =)!

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Great attitude, looking gorward to seeing your future work!