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(1 edit) (+1)

What a great game! The visuals and atmosphere is incredible, but my highlight has to be the gane design itself. The game gave me the same feeling I get when I play Into the Breach, where I need to thoroughly assess each level and carefully strategize my moves. I truly think you've done an outstanding job here!

The only thing I had trouble with was understanding the mechanics at first, so I think the game would benefit hugely from an in game tutorial. However, once I understood how the mechanics worked, the game really shined for me. You did a really great job!

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Fully agree about a tutorial, as much as I hate them it probably needed one. Part of the problem was the original design only had the beats, it wasn't until 2 days in I realised how painful and silly it was to have to manually hardcode the charger position/timing separately for every level to make sure they were hittable mid-charge (while also being extremely tricky to line up the shots) so I added the whole timeline scrubbing system. 

Then I had the issue of two similar, but mechanically separate, concepts and no existing plan to distinguish them to the player, plus a lot of time spent adding a fairly complicated system to my "basic input mechanic" plan lol. I just didn't have time to properly rethink the onboarding/HUD to make it nice and clear.