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(+1)

Here are some thoughts as I play.

  • Nice music.
  • Movement feels a bit more sluggish than I expected, which isn't necessarily a bad thing. Basic walking doesn't feel fast, which might be intentional. 
  • Finished the first level, the movement options are neat. Not particularly striking but they seem to work consistently, and there's room for growth.
  • I'm not sure what the point of having a dedicated weapon pick-up button is, seems weird for a game that's all about being fast. I'm assuming future levels will have more weapons than I can carry at once.
  • Rocket jumping feels a bit unwieldy due to the fact you can't aim down while grounded. Likely intentional, but annoying all the same. The fact that you barely get any impulse from rocket jumps if you have any downward momentum doesn't help.
  • Played the first level a few times, best time I got was 35s. I'm happy with that.
  • Tried the second level, got a 1m15s on my first attempt. Tried it a few more times, eventually got it down to 43s.
  • I'm not sure how to feel about gating levels behind time thresholds, you're potentially alienating a chunk of your audience. I respect the commitment to being a sweaty game, though. 
  • The magnum is cool, I wish there were more places for me to use it.
  • Only played the last level once, can't be bothered trying to perfect it. Shooting backwards to propel yourself is neat. 

I don't have much to say. The gameplay is enjoyable for what it is, a little frustrating at times solely due to user error. I'm not a fan of the visuals, the environment is incredibly flat. They're not bad per se, just uninteresting. Maybe that's your intention, some kind of minimalist retro MS Paint aesthetic, but there are more flavorful ways to achieve that in my opinion. I'm not sure if I would care about this game on my own, the prospect of buying a game where you shoot targets doesn't excite me, but I'm sure there is an audience full of movement autists that would eat this up. 

thanks for playing!

  • i think i made default walking a bit too slow, i might toy around with having the player slowly accelerate to dashing speed once they are at full walking speed
  • im glad you liked the movement options, "not particularly striking" is kind of in line with what im going for since im burned out on things like celeste dashes
  • i agree with your points on rocket jumping, its hard to reconcile metal slug style aiming with the mechanic. your point makes me think it might be worth trying to implement a mechanic where you always get some velocity component in the direction of the explosion knockback, currently it is just additive so it is counteracted if you have downwards momentum. I think this might be the issue Shotgun Anaconda had as well
  • those are some nice times
  • The current setup of shooting at targets being the main mechanic is temporary, im hoping if this barebones setup can be tweaked to be fun on its own that it will make a strong base for a more involved game.  Still definitely gunning for the movement autist audience.

I appreciate the thorough feedback :)