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(+1)

Nice to see you again, friend. Here are some notes I wrote down as I played.

  • I wish there was some audio in the main menu, I thought my audio was broken at first on behalf of the silence.
  • I'm jumping straight in without reading or doing the tutorial.
  • Beat the first room with ease. I like how the player handles, and the gun feels juicy despite its simplicity.
  • No clue what the door symbols mean, I went with the green "B" room on a whim.
  • I wish there was a way to aim down. I understand that this is likely a self-imposed limitation on your end, but still.
  • Took some damage but finished the second room. Went for the cat buddy room next.
  • Took more damage but still haven't died. The focus mode when holding space is pretty useful.
  • Finished the third room, which was a health room, without taking any damage. 
  • Figured out how to use my secondary weapon with C. Oops.
  • What does the cat buddy actually do? 
  • The green secondary weapon that launches a roller mine sucks, at least in this version of the game. I haven't tried the red weapon yet, but I can't see anything being better than the blue dash.
  • Well, I beat the game. That was fun! Easy, I didn't die once, but fun. 
  • Went ahead and played the game again to find the red weapon. It's ok, but still doesn't measure up to the blue dash.

I had a good time. I think this could be fun, though I'm not sure how much you can realistically squeeze in terms of content. It feels like the game is already at a bit of a ceiling without introducing brand new mechanics, like items/buffs and whatnot. The blue dash is super busted, there is no reason to use anything else in the game. Hell, you get so much ammo that you don't even need to shoot after farming for a room or two. Keep it up, excited to see more.

(2 edits)

>Nice to see you again, friend.

^^

  • I wish there was some audio in the main menu, I thought my audio was broken at first on behalf of the silence.

noted. there is a low soundscape, but it's very low, and can cause confusion

  • What does the cat buddy actually do? 

in short it's an "easy mode" that can take an hit for you. if you check the comment under yours there is a detailed explaination about him

>about subweapons 

I hear you. I personally like sword dash so much i thought to make it part of the base skillset. The basic parallel i can make is classic megaman vs X and vs later megas with the slide. I could still totally just make sword an actual base attack, but at that point everyone would just zip around like maniacs. Since it also has an aura that kills bullets on hit, it's just too good to not use.

About remote mine, i most porbably need to power it up, the easier route is to make it a big as fuck explosion that goes through walls.

About the overall subW design: i need to see how i can evolve them with this version of the game, any feedback is always welcome. My main design is/was: you can only shoot forward(as u noted, it's a limitation), and the sub will help you kill stuff up and down. Of course all sub can be useful only if the environment synergize with them. in a very maze-like level, sword could be not very good, but mine and axe could win. a good idea to explore wouls be "let's make some levels where sword is shit".

also consider, sword is best subw for sure, but a classic castlevania design is to make it more rare to drop (holy water).

>I had a good time. I think this could be fun, though I'm not sure how much you can realistically squeeze in terms of content. It feels like the game is already at a bit of a ceiling without introducing brand new mechanics, like items/buffs and whatnot

my idea for this new game is all about "content"; mechanics(traps/obstacles) that adds up and combo wth each other, items and powerups. Imagine it as a mix of hades and isaac. this first demo was to test if i could do "random waves" fun to engage, and the main loop gimmick (stolen from hades) of fighting  and moving room to room while powering up. in short this was a main tests was to see if this design could gel with my stuff.

>Hell, you get so much ammo that you don't even need to shoot after farming for a room or two

well that's because i still havent coded-in a limiter for subw ammo ;^) ofc with that i'll also implement a powerup for it, like for hp 

Thanks for playing and for your kind words dud.