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What did this game do well? (Answer in a few sentences)

  • I loved the idea of bringing such an iconic game like rock paper scissors and making it into a shooter. The game plays very nicely and the mechanics are simple but allow for some good hectic gameplay. With it being based on rock paper scissors it allows people to easily pick up the game, but to get good the player must practice with the game to get good results. 
  • Really clever central mechanic. It was satisfying to change my avatar to the right object in order to become invincible to a certain stream of bullets, walking right up to its spawn and destroying it. In later levels, I fount myself flying around the edges of the map, carefully diving in to pick off one spawn point at a time. 
  • A nice design and a well-implemented game! At first it is hard to play and control, but later I find it is very interesting. Later it will have more emitters, and it increases the difficulty of this game. Meanwhile, we need to use 7 buttons to control this game, which needs more skill depth. Also, signs of Rock/Paper/Scissors are very cute!
  • The concept is very creative and unique! I like how the difficulty increases by adding more bullet spawners. In the first few rounds, you can avoid changing your hand if you navigate the space well. After that you have to switch!
  • - Very well game feel, everytime the player get hurt (as well as starting of the game) there is a screenshake.

- Clear and fantastic mechanics. Player needs to switch to the op type to cancel the attacks and there would be barrage of different types hindering the player. Also there is a setting of countering type would cancel the enemy attacks each other, which gives some special strategy to survive.

- Camera only reveals part of the world, and the enemy mostly spawn in the invisble hiden part, which nudges the player to trach the trail and explore the map. It's an excellent design.

What could be done better? (Answer in a few sentences)

  • If the player became to skilled the game got too easy. Some ways to fix this would be to change the health system or change it to a time based game instead. Some sound effects would give some good game feel for when the player sends out an attack or gets damaged. 
  • A list of  "enemies" will come in the same direction, which is easy to send the "bullet". Also, it can add the background music to let the game more attractive.
  • Some more incentive to diversify play-style would be nice. For example, a slow-motion feature, combined with limits on ammunition, and perhaps more diverse firing patterns, might force the player to carefully weave between streams of bullets. Similarly, some variation in pacing would be good. For example, rather than having a ton of enemies at the beginning of the level, it might be nice to have them spawning at a variable rate throughout each level, which could punctuate play with less predictable phases of calm and chaos.
  • Perhaps add some music/sound effects. Also, the description mentions that when the player hits a matching bullet they cancel out each other. However, when I played, it looks like it has the same effect as when the player hits a winning bullet.
  • - Some thoughts to increase the difficulty, the tap could change its type periodically, which could avoid the steady safe-zone; also their shooting could be dense and trail could be elliptical and complex.

- Not clear what the enemy eliminated counter do in the top-right corner. Maybe it needs some clear explaination about level setting.