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First off, music is immediately banger, great job on that~! Also main menu is super polished and the fact that you have one with settings is awesome!

I don't think I'd call the game a bullet hell though, it feels more like a shoot-em-up, I'm not quite sure why - maybe because there aren't that many bullets and they don't go off in all directions?

The screenshake is really neat, like quite subtle for small things yet with the potential for more shake, I like that~

There is so much to like about this game, the varied enemies and shots (bombs etc.), the funny death messages, the unknown cheat code entering~ very well done.

One thing I noticed is, there is never a reason not to shoot, so binding it to a button that functionally should be held at all times is kinda tedious. You could either always fire and not use a button for it, or have firing not be the optimal strategy all the time - like slowing you down while you're firing, or something like that~

All in all, a really solid entry - thank you for sharing this with the world :)

Thank you for your kind words! I really appreciate it!

A couple of things I wanted to note about some things in your comment.

When working on the game design plan I originally planned on working on an overheat bar for player firing (this was actually the inspiration for the 0010 code) but I didn't have enough time to fully implement a well designed overheat system (my original intuition was to make it so when you overheat [say after holding for 10 seconds continually] your weapon fired goes on a lock until you button mash some key (say spacebar) on your keyboard 5 times. 

I feel like this would feel more intuitive than most overheat mechanics because the player feels that they are actually getting the weapons unjammed rather than miraculously having the weapons cooldown.

(IE the thought of an overheat mechanic came across my mind in the design discussions I had with my partner, I just didn't have enough time to make sprites or incorporate it in code as I felt like duplicating some of the regular cooldown assets used for the secondary might not be as functional for a overheat bar which needs to be updated more frequently [frame wise]).

 Although I am not partial to that implementation per se that was one thing that crossed my mind and will be in work on future versions of the project! The only other problem with my proposed overheat is that it might clutter the button schema of the game (unless I stick with a traditional overheat style where releasing LMB lowers cooldown). I actually designed the game to go into a custom arcade cabinet to put in my house because I think that'd be cool to do and a fun project to show others! This means that everything in the game was designed to be played with a Joystick for movement [mapped to WASD] and 4-6 game play buttons [mapped to Q, E, LMB, RMB currently] and a 'Start Game' and 'Pause Game' button (just like an actual arcade game)!

As for the enemy firing and variety I'll be increasing the enemy variety in the game as I continue to work on the project!

I'd be happy to send you a copy later down the line when it is even more polished and has even more content than right now if you'd be interested in trying it again for me down the line!


Once again thanks for your kind words! I sincerely appreciate the feedback! (Sorry for the verbose response I just felt like you brought up a few points worth elaborating on!)