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(+1)

I enjoyed playing it!

The only thing I didn't like (and maybe I was doing it wrong) was how fast your multiplier would reset. It felt like I would spend ages building up a multiplier, just for it to run out after like 3 shots, which didn't feel satisfying. It would feel so nice to build up the multiplier, then be able to destroy a whole group of enemies!


Other than that I did really love it. Sound design was amazing!

(+1)

Thanks for playing it and for your feedback!!
I didn't have time to implement a good feedback or tutorial about what makes you lose your combo, basicaly you need to spin between shoots, to hold in to a combo you need to reset the "combo finish timer" with a spin trick, while you are holding a combo you only losse a little power if your shot hit a target, if the shot kills the enemie you don't lose any power. Every kill add +1 to the multiplaier.

Losing a combo makes you loose power super fast, the idea behind it is that you have to decide to play safe banking some points and loose power, or keep the combo and the power, wich becomes harder to hold over time (with the Q and E balance), and you are risking more points to lose. 

Did you use the propulsion mechanic? shooting close floors or walls to propulse yourself in the oposite direction. I didn't manage to make it very clear that it's there and how to use it.


Again, thank you so much for playing it and giving me your feedback

Sorry in advance for my english, it's not my first language

(+1)

ah ok, that makes sense

also I did know about the propulsion but I never really found a time where I should use it

Thanks for the feedback, I think I should improve the level design/objective to make the propulsion more usefull.