Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I've finished the full release, and it was a fun little time!
You mention in the credits that you feel some of the dialogue was rushed, or "cringe." In my experience in this and every other game you've created, you've got a knack for fun and endearing dialogue from characters <3
(Or know just how to make *certain* characters absolutely infuriatingly awful)
I think Xee, while not being a fully fleshed out character like Cloud Strife or Shulk, is still likeable and enjoyable in how they interact with the other denizens of the internet.

As for gameplay, largely a fun time, with some inoffensive quirks, and only a couple bits that I didn't quite get used to. I think the metroidvania elements were done fairly well, especially for a first attempt!
Considering I had the ability to aim up or down when shooting, I frequently tried to throw grenades up or down to affect the trajectory and was reminded that grenades only have the one throwing arc, unless you're in movement. That might just be a me problem. :V

SPOILERS FOR THE FINAL BOSSES:

I think the final bosses might be the weakest part of the game, unfortunately... The Seal of Disapproval is fairly trivial, especially if you've got an upgraded gun. Lead your shots, take care of the spawning ads, and the fight is over fairly quick without losing even half of my health. I beat it first try, both times I fought it.
The Omega Spamloid is on the opposite side of this spectrum, I died many many times both times I fought it. I noticed whenever taking damage, the shield is activated, and that seems to make enemies lose aggro, and start to float away. This behavior would frequently mean a grenade toss missed one of the spamloids and would roll away, which was frustrating on top of trying to dodge the bullet hell from killing the other spamloids and turrets. I think it's ultimately a good idea to *not* have enemies endlessly try to mob a player even if they have an invincibility period after getting hit, but it was definitely one source of frustration in this boss fight.
The main frustrations was mainly the gauntlet of trying to survive the allotted time, with all the spamloids and the way they shoot out projectiles upon death making it very difficult to navigate without taking a lot of damage.
Bear in mind with all this criticism I'm throwing out: I am not a game designer. I respect you so much for putting yourself into these projects, even if they don't go to plan! (They rarely do!)


Thank you very much for making this, and sharing it with us! Looking forwards to more from you! ^w^

Thank you so much for the kind words - and for the extensive review, this is very useful! I love getting in-depth feedback like this. The grenade is an actual physics object and as such kinda just does its own thing, haha. You can get it to move up by jumping into it from below, which is actually an alternate solution to one or two obstacles (combined with the "Remote Touch" upgrade.)

I have relatively little experience with this sort of game design, so yeah, the boss fights needing some balance adjustments makes sense. The Seal of Disapproval is meant to be an easier fight than the Omega Spamloid, though the difference between the two isn't meant to be quite this big.

As an immediate measure, I've nerfed the Omega Spamloid, reducing the damage output of all the add-ons and shortening the fight timer. It does require some unusual strategies (like taking advantage of the mercy invincibility and accepting damage that you then recover) but I think it was a little too harsh. I'll probably circle back around to this in the future and maybe take another look at the mechanics. Again, thank you kindly!