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(+2)

It took me somewhere in the region of 20 attempts to finish this, goshhhhh that was hard. There's absolutely no chance I can get anywhere near W0ffel's time, nor have I the intestinal fortitude to try:


So, this is a lovely game, with a tonne of polish. The tutorial is absolutely spot on and I have no notes. The whole vibe which encompasses the sound and art direction is perfect, sure there could be a little bit more juice here and there, but it's really nice as it is. I think the simplest thing to really elevate this graphically would be some glow. I can't imagine how amazing this would look with radiance cascades. I did mute the game for my victory run, but that was purely because I was trying to concentrate and remove all extra stimuli lol.

I think the one thing I would change is the movement controller. I think the primary difficulty I had was orienting forward movement with my facing direction. I totally understand this was completely intentional, but I would say 90%+ of my failures were when I was spinning and losing my bearings regarding direction. I think it's interesting, because this style of movement is an important vector for how the game feels and its challenge. Equally it requires a huge amount of very specific spacial awareness, which to my understanding, is not something everyone has or can necessarily learn, so this might completely exclude some players who can't really get their head around it. I'm not sure if this is a problem or not, I'm leaning towards the conclusion that games can't always be for everyone. For my own taste I would like WASD to have moved globally irrespective of local rotation, this would make the game more accessible and much easier, so it's a bit of a kiss / curse. 

It goes without saying that it's really challenging. I found it really satisfying to break through level by level and develop some strats. I eventually settled on trying to save up as much ammunition on the final enemy and then spray and pray wildly at the start of the next round. I can imagine as it's a jam, many will drop the game far sooner. On that note, the entire spinning to collect bullets is a really novel, and interesting take on the theme; I really enjoyed this entire aspect and how it created some emergent gameplay in how I approached the levels.

P.S. I've just read in the description that this is your first game, wow. This is extremely impressive for a first game. I'm not going to delete everything I've just written and reframe it, but holy shit. It's a huge achievement. I had absolutely assumed you both had a considerable amount of experience; so I can only take my hat off to you both.

Thank you for the game, it's excellent and I had a great deal of fun trying to crack it! Amazing work.

(+1)

Im super happy to hear it kept you engaged for that long, and that you saw the difficulty as a challenge, not a turn off.


I don't think anyone has ever been this positive about anything I've ever done😂 so thank you very much for all the kind words and feedback. It really puts a smile on our faces.


There's so much more we would have wanted to do for this game, but considering I was still learning how to make a box move at the start of the week we decided not to bite of more than we can chew.


Think upgrade trees, more powerups, more enemies, bossfights and whatever else we can think off. We might just keep updating this game to keep learning and honing our skills.


I completely agree that visually it could be alot better. The artstyle is heavily inspired by the geometry wars games which are just a crazy visual spectacle. But trying to replicate that felt a bit too intimidating. I was already proud of the bullet lighting effect only lighting up the grid layer and the paralax effect over the background. The dash was only added on the last day which I feel made the game alot more fun to play. Which is where my focus has been on. Trying to make it somewhat fun.


Regarding the movement, I didn't expect this many people to have problems with this kind of movement as it is pretty natural to me. We did however consciously decide to keep it this way, to not just make geometry wars but with spinning. Maybe a toggle for players to choose which type of controls they want is a good idea. Although I feel like it would result in 2 different games like that.