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(3 edits)

Great job! The capture and shoot mechanic is a good idea. If I can offer some constructive criticism, please;

- It took me a little while to understand that I needed to capture an enemy in order to shoot a projectile.  This isnt explained in an intuitive way. 

Possible Fix: an option in the start menu can take you to a tutorial scene. Or you can have a scene that acts as a tutorial before the first stage when you start a new game. Or you could simply display dialogue that literally tells you how the mechanic works when you start the first stage.

- there are some bonus areas in the stages which I thought was cool. Only issue I have is they are inconsistent and I had no idea they were there until I watched the trailer. For example, midway up stage 1 you can go through a black door to the right of the scene but it looks exactly the same as the bottom black door at the bottom - which doesnt do anything. So its confusing to me. 

Possible Fix: put in an arrow sign graphic in the background to direct the player into that first door. Then the player knows hidden areas are there. After that you may not need to put arrow signs anywhere because the player will start looking for them on their own. 

- Finally, getting hit once and having to restart the entire stage is pretty frustrating because the punishment of having to redo the stage more than a couple of times becomes painful and not fun. You dont want the player to stop having fun. 

Possible Fix: you could give the player some Health Points. Even just an extra hit would be fine. You could telegraph the hitpoints by changing the Player Sprite for example; If player has 2 HP then their hair is black, If 1HP then their hair is white. Something like that anyway.

Oh, and when you start a new game there is a typo: it says 'Capture and Kill all ENNEMIES'.

Keep at it! The game is really getting polished. 

Thanks a lot for your great feedback ! I really appreciate all the feedback that you and other players have also given and i'm working on some little improvements.

Lots of people seem to be confused by the parasol launch mecanic, which is explained in the game manual but not on screen. I'm implementing some dialog box to explain it the first time you perform these actions.

I'm also correcting the extra N on the Typo

Regarding the other 2 points, these were actually done on purpose.

- Bonus areas: These have been imagined as hiden rooms which the player must find. This gives a little challenge as you need to explore the levels. Also, you only have one chance to complete them. If you do and then die, the room will be locked.

- Mid Stage check points or extra life point: I wanted the game to be a die and retry as the levels aren't huge, excepted for the Monster World which is mostlikely the most challenging one. My 10 year old son get to the 3td round without too many frustration,  come on guies ! :) Also, the game is auto-saved each time you move to a new Round (after each boss).

I will upload the changes today :)