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(+1)

Hey, I will use your template for the questions:

- What did you like the most about this game?

Making huge combos in late game was really nice. Maybe you can boost the feeling even more with some camera or postprocessing effects on high combos for example.

- What did you dislike the most about this game?

It quickly got repetitive after the first level. I think that it needs more variety in level layouts, different effects or 

I was expecting the cards to have some icon/art in the central rectangle.

- What would you like to be able to do in this game that you have not seen yet?

More variety in:

+ Builds while picking cards. E.g. having a build that allows killing enemies while dashing, or boosting attacks that make use of an specific enemy. The latter would add more strategy as well as some enemies will sudenly become more useful than others depending on player choices. 

+  Visual elements. Maybe some moving background or some other element moving/animating or having particles besides the player and the enemies.

- What frustrated you in this game?

I dashed to wrong directions that I wasn't thinking of a lot of times. Maybe adding the dash trajectory in some form could be useful.

Dash cd is hard to read while you move because the circle starts spinning.

- If you have seen/played earlier versions of this game with the Rock Paper Scissors enemy matchups, how do you find the game now with that system removed?

I think it is both better and worse. It is better in the sense that there are no frustrating moments of needing the exact enemy type to counter another enemy but it hurts a lot the overall gameplay complexity. I suspect this amplifies the feeling of it being repetitive.

I would try to reduce the difficulty/frustration of using the type system instead. 2 different options come to mind:

1. Using only 2 colors instead (like Ikaruga).

2. Having the type advantage to only affect for a bonus effect (more enemies can be killed, increased projectile size, more speed, etc). This would make it less punishing and it would incentivize the usage by its reward instead.

Hope this helps.

(+1)

Thanks for playing and using the template for giving your feedback! Super helpful. 
The game is in desperate need of polishing and juicing, so I understand all of your feedback regarding that. Build variety is also a good point, right now the upgrades aren't really super different. Cool idea to have enemy-specific builds, I'll experiment with that!

Extra thanks for comparing it with the version that had the rock-paper-scissors mechanic. It does reduce the overall complexity, so I was thinking of adding complexity differently. For eg some special enemies that cannot be grabbed, or enemies that can only die if you throw them at other enemies. 

I am happy you had fun with the core concept!