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Played on Windows 11 in Chrome.

Short version: there’s a solid Survivors game here, and the weapon-building system is the real hook. I’m a big fan of the genre, so I feel at least somewhat qualified to nitpick this one 😏

I love that it’s built in Godot. The music fits the game well (but needs to be updated at some point), and putting the latest development updates directly in the main menu was a great touch. It tells me the project is alive without making me hunt through devlogs.

The basic loop works: fly, survive, fill weapon slots, then mutate those weapons into increasingly stupid projectile machines. Good stupid. The individual modifiers, including damage, firing speed, range, projectile size, parallel shots, and spread, create more build variety than the initial presentation suggests.

The issue is that the upgrade screen hides the interesting decision.

When several cards are all called Shotgun, Sniper, Repeater, or Broadside and use the same artwork, they look like duplicates. The meaningful change is buried lower in the card. I’d lead with the mutation instead:

  1. Twin Barrel: Adds a parallel volley
  2. Hair Trigger: Fires faster
  3. Wide Load: Adds projectiles and increases spread
  4. Heavy Shot: Increases damage and projectile size

Keep the weapon family underneath. Show me the decision first and the arithmetic second.

The ship designs are cool and gave me some FTL vibes, but I’d push their silhouettes further apart. At a glance, I want each ship to feel like its own machine, not mainly a variation of the same shape.

The ship-selection screen also has a ton of room, but most ships only get a sentence or two. It doesn’t need to become a spreadsheet. Just give me a little more: intended playstyle, starting weapon behavior, difficulty, strengths, and weaknesses. Something that helps me think, “Oh, that’s the precision ship,” or “That one turns the screen into soup.”

Also, not sure how you feel about this, but I’d love mouse-only movement as even an option. The aiming already lives on the mouse, so being able to steer there too would make the game easier to pick up and more comfortable for one-handed play. Not a joke. I have CTS and I always appreciate being able to use my trackball for games like this.

The wide purple enemy confused me. I assume the bullets are hitting some kind of shield, but visually it looks like they simply fail to reach the body. It feels unsatisfying and, honestly, reads like a bug. If there is a shield, draw the shield. Give me a bubble, ripple, impact flash, or whatever fits your style. If there isn’t a shield, then yeah, something’s busted.

Combat generally needs more juice. Stronger hit flashes, impact particles, recoil, enemy reactions, brief hit-stop on important attacks, and better player-damage feedback. The usual stack. Not noise everywhere. Hierarchy.

Because the core concept is relatively simple, I expect more polish around the entire presentation. Simple games live or die on feel. Every shot, pickup, upgrade, level-up, and reward screen needs to carry more weight because there aren’t fifty other systems distracting me.

The reward screens especially need to pay out harder.

Look at how Vampire Survivors handles a chest or major upgrade. Twinkly sounds. Escalating reveals. Flashing rewards. Anticipation. Then a big stupid celebration shoved directly into your face.

It’s almost casino-like, and I mean that as a presentation reference, not a monetization suggestion 😅

You don’t need to copy that exact style. Do it in your own brand voice. But when I earn something important, make me feel like I just hit something. Better reward sounds, stronger reveals, more movement, more anticipation. Right now the functional result is there, but the dopamine delivery could be much stronger.

I know you’re using Godot and this is a Unity asset, but FEEL is an amazing reference for this stuff. I’ve played with it and replicated the same general feedback system in my own non-Unity game. Worth a look.

The itch page needs real work.

Right now it opens with controls, then asks about the mailing list, then asks for feedback, then gets into changelogs. None of that matters until I know what the game actually is.

Tell me the fantasy first.

Something like:

Aim manually, mutate every weapon slot, and turn a precision fighter into a screen-filling arsenal.

Then show me a gameplay GIF. Seriously. Early build, upgrade choice, ridiculous late build. Bam. Now I understand the game.

I’d structure the page like this:

  1. Core hook
  2. Gameplay GIF or short video
  3. Ships and their playstyles
  4. Weapon-mutation system
  5. Controls
  6. Prototype disclaimer and feedback request
  7. Mailing list
  8. Changelog

You played my game, so you already understand my philosophy here: presentation matters. A lot. People decide whether something is worth their time before they’ve experienced the systems underneath.

My priorities would be:

  1. Improve combat and reward feedback
  2. Clarify the wide purple enemy
  3. Rework upgrade cards around the actual mutations
  4. Add more ship information and stronger silhouettes
  5. Consider mouse-only movement
  6. Rebuild the itch page around the real hook
  7. Add gameplay videos or GIFs immediately

There’s already something worth developing here. The weapon system has real potential, the music fits, the ships are cool, and the late-run projectile nonsense delivers the correct kind of Survivors chaos.

The game just needs to communicate its strengths faster and celebrate them much, much harder.


Oh yeah and in response to your other comment asking about how to arrive at a good hook or twist:

Obviously, this is another Survivors-like. I’d think about how BALL x PIT approached that problem. It didn’t just start with general popular roguelike ask how to make the formula slightly more unique. It took classic brick-breaking gameplay and asked what a roguelike version of that could become.

Your game already feels like it has a nod toward Space Invaders. I’d start there. Ask what a modern roguelike version of Space Invaders could become, then borrow whatever progression ideas you need from Survivors games.

That might lead somewhere much stranger and more ownable than starting with another Survivors-like and trying to differentiate it afterward.

Thanks again for playing my game!

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This is all great feedback, thank you so much!

I went into this project thinking more about "what can I make" than virality or marketability, so I don't really know what the game's brand is, yet. I'll try to figure it out, going forward.

The web version is strategically under-juiced to try and keep enemy-bullet collision as performant as possible. I did plan on more juice for the PC build. FEEL is an excellent point of reference. Godot has some cool tweening functions built-in, and there's actually a great GDC talk about how to make more: Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations (It should work in pretty much any engine/language, since it's just lerp() + math.)

I guess the biggest surprise was the mouse movement? If you can tell me some good titles that use mouse movement the way that you prefer, that might help with my research.

My design philosophy up until this point was to make all the different control styles games usually have work in tandem with each other. If you let go of the mouse and pick up a controller, it "just works."I hoped this would let me avoid adding too many menu options for controls, but accessibility is important. I'll see what I can do.

Actually, the way the controller currently works, after you aim, if you take your thumb off the stick, the turret "locks" in the last pressed direction, and turns with the ship. Moving the mouse overrides this with mouse-aiming. I suppose I could make the mouse lock the same way. 

The problem is, though, whether you aim backwards for blasting the guys chasing you, forwards to clear a path, or sideways for circle-strafing, usually it's only about 20 seconds, tops, before you need to re-adjust your aim on-the-fly, after the midpoint of a run.

Which, I suppose, isn't an insurmountable problem. It just means I need a dedicated "one-handed mode" with re-tuned game balance.    

And, then, I suppose it's only a matter of time before I'll need to do all the other accessibility options, too. Ah, well. It's a good problem to have. It means people are interested in the game finally. Guess I'll start knocking out the easier ones. 

(Anybody reading this who doesn't know what I'm talking about, check out https://gameaccessibilityguidelines.com/ for a gold mine of player accessibility best-practices for game devs!)

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All great advice about the hook. I'm still not entirely sure about that specific pitch, though. I'll tell you why.

"Aim manually, mutate every weapon slot, and turn a precision fighter into a screen-filling arsenal," or any reasonable way of paraphrasing that concept, is basically just a description of the Bullet Heaven genre. 

What really made me realize I was in trouble was Steam's Bullet Heaven Fest. Every theme, every art-style, every game budget, every conceivable niche has been occupied. We're in Red Ocean territory. Somebody told me mine was the best of four released in this specific game jam alone.

I even considered throwing waifus at the problem. I threw this together last night, (gee, I wonder what could have inspired me,) using a combination of Blender and Vroid Studio: (see image below)

Honestly, it's not very good. It's the kind of placeholder art I'd want a real artist to replace at some point, finances permitting. But, it would let me put a face on the cover image, which would attract more eyeballs and maybe more clicks. But it would also be a massive pivot, adding pilots to the game and focusing on them. 

But after reading your advice, I'll consider Plan Waifu a last resort.

You might be right about the itch page being the problem. Right now, I get far fewer plays than I do views, after showing the latest build around on bullet heaven-specific subreddits. I'll give you plan a shot.👍

Thanks again.


 
Why is she dressed like that? Uhhhh... the nebula is a massive distributed supercomputer. It treats passing ships as heat-sinks. No matter how much energy you dump into cooling the cockpit, it stays exactly 80 degrees. Yeah, that works.

First of all, thanks for sharing the accessibility guide! I’m very familiar with accessibility from web development, but this is a fantastic resource and filled in a lot of game-specific knowledge gaps for me.

Even an imperfect optional control scheme could still help players with CTS or other mobility limitations. Accessibility does not have to be all or nothing, and knocking out the easier wins first sounds sensible.

Also, to clarify my hook suggestion: I didn’t mean that sentence was your final, uniquely ownable market hook. You’re right that “build weapons until the screen explodes” broadly describes the Bullet Heaven genre. I meant it as the first sentence on the itch page because it quickly explains what I’m about to play. Right now, the page makes visitors work to understand even that much.

The deeper differentiation still needs to come from what is distinctive about your particular game. To me, the most promising candidate is the weapon-slot mutation system, especially if the combinations create recognizable builds that players can intentionally pursue rather than just receiving incremental stat changes. The Space Invaders direction was another possible path to explore, not a prescription.

And lmao at Plan Waifu. I mean, yes, it can absolutely work. The first battle is getting somebody to click and play the game at all, and putting an appealing character on the cover or in a screenshot would almost certainly earn some extra attention. Even placeholder character art might improve the click-through rate enough to teach you something.

That said, if you’re not personally interested in building around characters and would only be forcing them into the game for clicks, then it may not be the right direction for you. Characters do not necessarily require a massive gameplay pivot, though. A pilot could initially function as framing, branding, ship identity, or progression flavor without becoming the entire design.

My extremely biased opinion is that not enough horny or suggestive games have genuinely good gameplay. There’s a large underserved space between completely clean games and outright NSFW games for something cheeky, attractive, and character-driven that is also mechanically excellent and worth playing on its own.

But again, I may be just a tiny bit biased there. 😅

Either way, testing the itch-page restructure before making any major creative pivot is absolutely the right move. If the page communicates the existing game better and the view-to-play conversion improves, that gives you much cleaner evidence about whether the game itself needs a radical new hook or whether people simply weren’t being shown the hook you already have.

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Gosh... the only ones I can think of in the last few years are Stellar Blade... that one beat 'em up with the cowgirls in it from itch a few years ago... that spiritual successor to Space Harrier... I'm sure there are some good ones I'm not familiar with? Female Protagonist is a big tag on Steam, and they can't all be shovelware or porn. I just feel like there's not a lot of exposure, weirdly. Youtube's algorithm punishes them, so letsplayers don't play them, so nobody hears about them? That's one theory, anyway.

Side note: I love how we live in a world where Stellar Blade and Neir Automata are dismissed as "gooner games," but literal NSFW game "House Party" was not only covered on Game Grumps, but literally has DLC with Danny and Arin voicing themselves in it.

Oh! Uh... that one chainsaw game! Not Lollipop. The other one. Where you fight a truck.

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btw, I did a pass at reimagining the ships. They look more like traditional human ships, and they match the beauty render I added to my game's Cover on itch, but I worry that they look even less distinct now, shape-wise.

Yeah these look better and they still are cohesive/look like they come from the same world. I actually like that the red ranger doesn’t fit in the card there lol.

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I made a pass at improving the webpage. You can check it out here: https://warpzone.itch.io/public-game-002

I've always been told to put the controls at the top of the page and the call-to-action first. But the controls should be in the game anyway, and the call-to-action only works if people already care about the game, which means they've already played it.

Making the animated gifs nearly killed me. The tools worked, they just made files that were too big for itch to allow me to upload them. So I settled on 3 seperate animated gifs with text headings between them explaining what you're looking at in the most hype way I could think of.

Haha yeah it’s a pain.

ffmpeg and caesium are your friends!

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Thanks. I'll look into it when I get time. 👍