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Okay, I've beaten the last version, it took me around 10-20 minutes without the tutorial which is extremely good, compared to the fact that I wasted 1-2 hours for all of my sessions trying to do things which are technically possible :-) This build is actually almost too easy, I even managed to beat the last level at my first attempt (thank you, shield;-)

Anyway, the biggest issue is that it's auto-deletes the game. I mean it's bad for me, since I wasn't expecting this and now I have to redo the whole thing to get a recording. At least it won't take me too long.

It's also funny that every attack that makes use of arms... (may we call them EXP for "EXternal sPawners"? JK, but we should eventually think of some cool names or acronyms for the game's elements) so what I wanted to say is that any attack which uses those, generated patterns which have been easier to dodge than any attack which didn't. It also messes with my head a little when I'm required to dodge something that comes from underneath me.

It would be great to have some kind of an indicator so you can see how long each of the two phases will durate so for the sake of estimating the risk of getting closer while it's not shooting. My suggestion here is to use the same visual element that's used for the shield, maybe just in the boss' or any other color than white to avoid confusion.

Another not build-specific thing you most likely already know but I'd like to put here anyway is that the left and right sides are not really used. I'd like to see some stats there, or at least the layout of the level selection as a ~70% faded background.

That's it for now! :-)