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(+1)

The Graphics and the enemy design were nice.

I just missed some feedback for the actions... There was no impact FX on the bullets, that makes a lot of difference. And it was very hard to dodge any bullets, since the player is giant and the bullets so small.

And I couldn't really tell how or why my shield was recovering... Usually is more remarkable to have an item that does these important actions, something that the player can actively pursue and feel like he had to work to get some health.

The bosses were cool, but it felt an eternity to reach them... This should be simple to fix, since you made a lot of enemies... Just mix some spawning positions and movement directions...

Overall it was interesting, several missions, but lacking some polishing.

(+1)

Yeah impact feedback is really lacking as is right now, can't argue with that :p

The navigation issue i can underestand as well since i didn't really manage to make it obvious, but ships don't have a full sprite hitbox, that's why for instance even the biggest of the 3 should fit through even tight patterns (did it like this since older shmups sometimes had this rule of a smaller hitbox than it would seem) but i admit i failed to convey it properly, not helping that while small, all 3 ship still have a different one ^^'

Shields through powerup to have them be a bit more traditional seems like an interesting fix, if i have the time to work for a post jam version maybe i'll try it, though originally i wanted to have some self charging shields a bit like what's in Tyrian2000, cause i thought it would be interesting to have that margin for error and that as long as you have shields you don't take permanent damage to your actual hp bar. but hey that's jams, i wanted to try something XD

Bosses issues like i said totally agree that the level drags on way too much and due to issues i couldn't really make a better system in time, also agree that i should try and find a way to spice up the spawning a bit cause here thay just spawn from fixed positions so it can be quite repetitive :/

Anyway, thanks for playing and for your detailed feedback, and i hope you still enjoyed the game despite its many flaws :)

(+1)

Yeah... I had some fun playing

The auto-charge shield can be interesting and isn`t impossible to do... But probably would fit best in a fast pacing game, where you need to dodge a lot and you can really feel when you`re taking a hit. And I think it also leaves the gap on player grabbing something actively... But that could be solved with the points and upgrade you already have, just need some more impact coming from them.