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All of the disparate pieces here, are really high quality, but i don't think they mesh very well in the end? I think some of the design decisions here mesh for a kind of sleepy gameplay experience, Enemies fire so many bullets that by the boss waves, i physically can't hit them as their shots are blocking my shots, and my hitbox is so big that dodging those patterns is a lost cause anyway. You end up just running from shield pickup to shield pickup hoping to get 1 or 2 missiles to squeak through every 10-20 seconds, which makes your boss waves really drag. I think i was on that last wave for 5-10 whole minutes haha, it also says on your page i can 'shrink time and space' but i pressed every button on controller and keyboard and couldn't find any such ability, so some extra tutorialization either in game or on the itch page might help players be a bit less confused.

I only say this kind of outright critique cause i think you've got the skills here to deliver, the visuals are top notch, the sound design is well done (maybe a less sleepy track next time tho), and the actual gameplay elements that make it up are interesting arcadey fun (missle upgrades and health pickups are a great addition to any shmup in my opinion). I know a lot of it is external packs but there's nothing wrong with that, you've put together a cohesive product with many disparate parts and that's difficult to do as a solo dev. I want to see your next game very badly c:

(+1)

Good honest critique.  This is good.

I submitted two days before deadline because of family stuff, so unfortunately it feels like an unfinished game in terms of the play mechanics and theme.

The top goals for me in this game jam were:

  • ability to spawn thousands of controlled bullets with collisions, on the web with good performance.
  • create both level and wave managers to quickly configure new levels :  how enemies behave (move + shoot, speed, attack pattern) is just a configuration change.

I think the top priority in a game jam should always be: make a fun game to play. Unfortunately, I use game jams to learn, and build/test new technical game components.

 I agree the boss level needs tuning.   Thanks for the feedback.