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(1 edit) (+1)

i feeeeeel like the gameplay doesnt really make sense, but that aside the experience overall makes sense dont get me wrong. it's mainly that you wait for the density to spread out for all of the attacks before you can safely pass through which kinda slows it down too much, and the player shot is also so slow that you end up just kinda waiting for the enemies to stop shooting before you can actually go in and hit them.

with some constraints on the level to make actually fighting the enemies more worthwhile and the pacing better, and some more.. intentful? design for the enemies and attacks etc i feel like this would be very good. (except for the screenshake)

the visual style is excellent, and while im not a fan of the music genre personally it accompanies it extremely nicely. it just works.

(+1)

Thanks for a feedback ! 

You can dash through projectiles, because the player becomes invincible during the dash(its written in how to play page). So you don’t actually have to wait for the clones’ shots to spread out. Maybe that part was easy to miss.

The player attacks are slower compared to other top-down shooters because we were trying to create more of a bullet hell effect. The shots you fire in one round come back as clone attacks in the next round. After a few rounds, because of these slower projectiles, the screen starts to feel more like a bullet hell boss fight. So yes, compared to classic top-down shooters the projectiles are slow, but that was intentional.

We also assume that the player can learn the clone patterns, because the clones are repeating the player’s own previous movements. Because of that, when the player wants to kill a clone, shooting in the clone’s movement direction should be enough. It should not make killing them too difficult.

If this were a normal top-down shooter where you cannot predict enemy movement, then slow projectiles could definitely become a problem. But in this case, since the enemies are clones repeating your previous run, we think the projectile speed works for the design.

oh snap my bad.. i've been playing wrong correctly LOL, i thought the enemies were just having a stroke and gave up chasing or something. i usually only end up reading the text if the game gives me problems (like not knowing how to jump or something and being stuck) so i ended up missing that youre fighting yourself entirely (again my bad).

i gave it another 2 runs, i feel like it kinda still takes too long for the game to ramp up if you dont shoot randomly and it just kinda ends if you make a mistake, but it definitely makes a lot more sense. ive adjusted the ratings accordingly.