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(+2)

Hey Golden! Congrats on finishing and submitting!

I see you were able to incorporate some of the feedback from the stream, nice! The enemies were a lot easier to react to with a slightly brighter screen and the ability to hold the mouse button instead of spamming clicks was a welcome quality of life change. 

I got to the 2nd boss (wave 10?). Progress seems a little slow, which is fine. However, you can still accidentally shoot the next level marker at the end of a wave. This happened to me multiple times in both runs I made, meaning I missed getting to upgrade my weapon when I had the money to do so. That felt pretty not great. The bosses could use a health bar or less health. They're a little long.

I really appreciated the enemy variety. They were small variations, but they made a huge difference. The start of each wave is super chaotic, but once you manage to wrangle them into a pack, it becomes a lot more manageable. It gives the game a nice peak and valley flow to the combat. You start with little control and work to gain control so you can finish the wave. Super well done. And I love the sprite art :)

Good job!

(+1)

Hey CFHM, Im glad you like the changes, I tried to implement as many of your ideas as i could, but i didnt had enough time to implement timer for the next wave marker, i will try to fix it in the next updated version after the jam, Thanks again for the feedback  ^^

(+1)

Wow you wrote everything i think about the game. \(^▽^)/