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Here's a quick almost-clear. It's fun. Great presentation all around. The stage 2 theme is sick.

Some issues :

  • Life up items spawn inside walls.
  • Weird homing shot behaviour when walls are involved.
  • Wall turret hitboxes/placement that exacerbates the above point (02:25 in the video).
  • Level 2 midboss safe spot.
  • Blue missiles are hard to see.

General thoughts :

  • The lack of aimed bullets encourages a game of find-the-safespot (of which there are plenty, see level 2) rather than shoot-the-enemy.
  • May just be my bad reflexes, but the attacks move too fast, I have a hard time using the shield because of this.
  • The first boss' green projectile wall attack has so much RNG that I never know if it'll be near impossible to dodge or easy.
  • Didn't find much use for the spread shot, while laser and homing have their own niche and fill it well.
  • The bosses are pure memorization, which got really frustrating due to the game's arcade nature. Otherwise they are a highlight, a lot of fun to fight with great, varied movesets. A boss rush/practice mode would solve this issue for me.

Thanks for playing, you had a great run in the video!

Since the game revolves so much around speed and score I hadn't really put much thought into safe spots since you're doing a disservice to yourself in the long run (you even loose the score bonus if you let a boss sit for too long), but since that seems to be a common strategy so far I'll try to counter that for later levels (level 3's already shaping up for this). The spread's got two main uses, reletively safe and reliable damage from a distance and huge close up damage that even out damages the laser, however that doesn't seem immediately communicated since the ladder is a high level technique. 

A boss rush was planned for the final, with maybe even some extras in there if all goes to plan.

Hello! Is it possible to stream/record both projects? Thanks in advance!

(+1)

Yeah, go ahead!