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(2 edits) (+1)

The game is pretty good, just needs a bit of polish here and there.

The game loop is there, you definitely have a complete game. The art is pretty nice, the chibi girl is really cute looking. Music is pretty good too has a fantasy feel to it. 

If squash and stretch could be added through code to the portraits whenever they change from one image to another, that may add a bit of life to them. The magical girl could use a bit more animations and or some kind of procedural ones that add some overlapping animation for things like the cloth and the ponytail, will make it look more dynamic/alive. 

Audio and visual feedback could also use a bit of work. When the waves/bullet hits the player and or the enemy, there should be something shown visually or a sound should play to indicate that the reaction. There is already red flashing on the enemies on hit, but maybe it needs a bit more.  Things you can consider adding are things like stuttering, particle effects, Hit sounds, screenshake/sprite shake.

Scroll wheel controlled aiming is a bit awkward, might be nicer if the aim is tied to direction of where the cursor is.

Other than that, the game is pretty good, as brought up at the start of the review/feedback.

Hi KingdomPots, thank you so much for checking out my game and for leaving a feedback as well.

Good suggestion about adding a layer of dynamic animation to the current static character sprites during the story session (like the animated 3D characters in your game right (^_<)〜☆) as well as the adding more visual/audio feedback to when enemies get hit as well. I will definitely take them into consideration in a much later update as it would be part of a series of polish update.

Yes, I can agree that the aim with scrollwheel may feel awkward at first and it does needs some getting used to.  However, initially the aiming system I designed was a free aiming one and it follows the mouse pointer at first. After realizing how "dumb" the Unity WebGL build does not contain the mouse pointer within the window (both in full screen (if you have more than 1 monitor) and windowed mode), it can get a little frustrating trying to keep it within the game window for the aiming to work. I could include the free mouse aim system back in as an option in the settings but it will raise a few issues that can't be fixed since Unity WebGL build is unable to contain the mouse pointer within the window even with Cursor.lockState = CursorLockMode.Confined. As of writing I actually just thought of something that could work as a  workaround/solution to this Unity WebGL problem 「( ̄- ̄*)...

Anyway, thanks once again for checking out the game and spending your time giving me a neat feedback.