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The bullet hell combat of this game kept me entertained for quite a bit. Made me feel determined to beat it! Overall it's an experience that kept my attention and I did enjoy. There are some things worth tweaking to better improve the experience.

Here are my suggestions:

The main character standing up straight stiff is a bit strange. His hitbox can seem excessively large during moments where there are a lot of shots on the screen. Even just having him crouch or bending his knee in a stability stance would help with both those issues. Some minor movement animations on the main character would be a nice detail to make things not feel so static. I'm also curious as to why he is throwing knives when the picture shows a staff. Wouldn't it make sense for him to be shooting ink from his staff given the game title?

A short intro explaining the main character and his reasons would be a nice touch.

The lives section should just show lives left instead of a counter of how many lives you once had. Leaving the original number up there makes it seem like you can earn those lives back. In regards to the screen layout I would suggest making the overlay not part of the playable area. Enemies or the character hiding behind the UI elements was a bit jarring at times.

The vertical font on the scrolls make things difficult to read at times. I understand it's a style choice since that is how Chinese classical characters are written. But the death screen in particular was straining on my eyes to read.

Programing was done well and I didn't experience any errors. The sound also not stepping over each other during enemies shooting was pleasant. 

The music was well done and had the perfect mixture of wonder with enough fast paced movement to match the visuals. Maybe adding something more dramatic for the boss fight would enhance it but no issues otherwise.

Keep up the good work and I can easily see things getting better! All the core stuff is there and most importantly it was fun to play.


(2 edits) (+1)

Hey, thanks for the super detailed reply! 

The game was made for a school jam which was supposed to end yesterday at 5PM cet. But due to the deadline getting extended to 10AM today, we were able to make some quick last minute changes!


We're super glad you enjoyed it and left such a detailed comment, we took your feedback into account when making the update and have already made the following changes:
- The player now has an action pose instead of standing upright
- The players hitbox was made slightly smaller to make the game feel more fair.
- We also updated the life UI to only show how many lifes you have. Originally pick-up drops from enemies were planned, but due to us having 1 dev instead of the intended 3 this was cut. The UI showing max HP was something we had glossed over in the first public version.


The current player projectile was made at early stages of the games development. We really wanted to change it, but the artist who made the projectiles is currently MIA. We hope to be able to still change it in a post-jam update.

As we're all students, the UI will probably stay similar. The text not being vertical would require it to be reworked, and we all have other projects we have to work on and are from different classes, but we'll definitely keep it into account for future games!

Again, thank you for your super detailed and helpful comment, we really appreciate it!


Edit: There is a story which explains why the character does what he does, but to see this you have to press the lore button on the main menu or read the lore section in the games description. Originally, we wanted to make the lore always show up the first time you press on play, but then you'd have to press 3 buttons (start interface, main menu, and lore menu) which we felt was too much.