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I looked over your devlog and it seems like this is still pretty early in development still, but there's a solid foundation to build on. Your main character seems to be a duck with an eyepatch. This is a fun design. Perhaps you could lean into the duck design a bit more? Assuming that is what they are supposed to be. It could help give the game a stronger identity.

What is the blue meter for? I wasn't sure if I was missing something or it just hasn't been programmed in yet. Like Kwarven said, I, too, didn't encounter any chests in my playthrough like the description mentioned. I also wasn't sure what I needed to do or how I could get more ammo once I was out. There wasn't a clear objective.

I think the player's move speed could be increased a bit. They feel too slow, even with the dash. Speaking of which, I think dash being bound to Space key would be more comfortable than having it on C key. Improving the movement could help with responding to enemies easier and make navigating the dungeon more engaging.

You mentioned you changed the title from Maze Shooter to Dungeon Shooter. I imagine these are prototype titles. I would suggest a name change as these don't stand out too well. They seem more like genre tags than game titles. Overall, I would encourage you to think about what would make your game stand out from others in your genre. Based on what I saw in your devlog, it seems you have a pretty good idea of what elements you need to implement to get a functional game loop, but there wasn't anything in the prototype or devlog that made me think "Oh, I want to play this over other dungeon-based shooters."

With that said, nice work so far. I hope my feedback is helpful to you. I think focusing on clarity and a solid identity/hook for your game will really help this project stand out.

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THANK YOU FOR YOUR FEEDBACK!!! I REALLY NEED IT

HELLOO THEREE!! I made new version, I would Appreciate it if you try it and leave some feedback, thank youuu!!!

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Gave it another shot. I'm glad to see that enemies now drop items and that there is a clear goal.  I like that you moved dash to space and added a way to sprint. Enemies also seem more challenging now. Looks like you also added a tutorial as well.

I found the exit (I think? There was what looks liked a spotlight on it) but there was a door in the way. I assumed I needed to defeat all the enemies in the room to open the door, but I ended up running out of bullets. Are item drops from shooting enemies the only way to get bullets? If so, that means there is no way to get more ammo if you run out. I would suggest having ammo containers scattered throughout the map or adding an alternate way to attack enemies (melee attacks?)  to prevent the player getting stuck.

Good amount of improvements here. However, like mentioned before, I would still suggest thinking about what could make your game stand out from others in the genre and implement mechanics to support that.

Also, I would love feedback on my own game if you get the chance!