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Hey, great work on this! 

I’ve been playing on controller — just mentioning it in case others don’t realize it’s supported.

The enemy attacks were pretty clear to me. I felt like most of my deaths were when trying to squeeze in one more kill, or a silly mistake. It felt pretty challenging, died a lot, but didn't hit me as unfair at all. 

It was fun to be scared of a new enemy, then learning to deal with it. The respawn mechanic helped a lot on that, kept me more engaged knowing i get to keep my progress but also have to try again the current "chapter".

(I couldn't keep breathing)

One thing I noticed is that there can be some downtime when the last enemy/enemies move out of reach and I can’t engage with them anymore. In those moments I kind of just wanted to move on. That said, I understand that changing this might affect more complex waves where enemies reposition, so I’m not sure what the best solution would be.

I really like the art, sound effects and visual effects feedback, feels polished already.

I hope you plan to publish on PICO-8 SPLORE, as it makes it easy to get on a handheld, for example, which i like to do myself, really recommend it!

Phew, such a long comment, words stack up faster than those shotgun bullets.

Keep it up!

Thanks a lot for taking the time to write such a detailed comment, I really appreciate it.

And thanks a lot for the kind words about the art, sound effects and visual feedback, I’m really happy that part comes across well.

Also good to know about the controller support, I had no clue it worked!

I'm glad that the deaths felt fair and that learning new enemies worked as intended; that’s exactly what I’m aiming for. The respawn “chapter” structure was meant to keep that learning loop engaging, so it’s great to hear it worked for you.

The downtime you mentioned when the last enemies move out of reach is a very good point. I’ve noticed similar situations and I agree it can break the pacing. I’ll think about how I can change this.

And yes, I do plan to publish on SPLORE! Once I have a more polished version of the gameplay.

Thanks again for the thoughtful feedback, it really helps!