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(+1)

Short, cute game with very cute sprites (especially Biboo) <3

It took me some time to figure out some pattern for the enemy attacks, but in the end, I managed to avoid them pretty well. Clever idea to change the opacity of enemy sprites when they are low health, I understood it pretty fast. Also, I welcome the option to destroy enemy bullets with an attack. I miss it in a lot of games, and we are Biboo, so that we can cut through anything after all. 

It is a good basis for future expansion.

Things that I would improve:

  • I would skip the room after dying and push the player directly to the stage after they confirm the stats. Preferably, I would just show the UI with stats with a blurred stage and then restart enemies after the player confirms their stats. Like a rebirth of sorts (here could be potential for some nice animation as gratification). This way, the player would keep the momentum, like in vampire survivors' like games
  • Some kind of signal when the enemy will attempt to attack. There seems to be some pattern, but it is quite hard to grasp when fighting multiple enemies. So some signal, like making the sprite a little brighter, could be a good indicator
  • The Biboo attack could have a little bit wider range, or it could be a stat upgrade. Currently, I would very often trade damage with enemies, even when I am relatively far away (it could be connected with the upper point as well). It could also be a skill issue, but I had a hard time figuring out when I am in a safe range and when I will be damaged
  • The timer could be placed in the top central position, so it is easier to notice it and check it often

I look forward to the post-jam update with more content o7

(+1)

Hi!  Sorry for the late reply but thank you so much for trying my game and giving me feedback!

I'm glad my "in the moment" decisions at the very end, like being able to destroy enemy bullets and adding opacity to enemy sprites on low health, are well received. I definitely intend to keep them and expand on them in some way.  For example, multiple states to reflect the state of health enemies have, especially for bosses (I want to see if I can get away without using enemy health bars, but still have some indication of health being depleted so players aren't completely blind).

As for your suggestions... so for the first one, I wouldn't go as far as removing the first room as that doesn't quite help with what I want to eventually get to.  See, while I understand to a lot of players that have tried my game, they can see it like a Vampire Survivors' like... I want to actually move in the direction of something more like Hades. And that then includes the hub with NPCs to interact with in-between runs.  BUT, I will say that having some sort of way to get to the action faster is a good idea even if I want to keep a hub.

Second suggestion, absolutely, yes! I definitely want to implement some tells of enemies, especially since combat-wise, I want to really emphasize positioning.  Something like Monster Hunter, especially for the bosses.  Though I also wouldn't mind going for something like MMO raid mechanic signals as well.  Either way though, to have enemy patterns to learn proper and to emphasize positioning, I would need to have signals/tells of enemies so I completely agree with his one.

And about the third suggestion... noted.  I'll keep that in mind as one of the potential things that can be adjusted/upgraded.  Though I might want to avoid having too large of an increase for attack size as I wouldn't want to negate positioning mattering.  All things to just tinker around with and get more feedback on down the road.

Last suggestion... noted, noted.  And honestly, pretty good idea to have that be more central since, as I said earlier, I wouldn't have like enemy/boss health bars that would normally take up the space.

And it'll take a bit as I'm busy at the moment but I definitely intend to have the first post-jam update.  And in general, I want to see how far I can push myself for this first game throughout the year.  Good learning experience as a solo dev, I think, to see what I can make and refine in the span of a year.

Anyways, thank you again!