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(+1)
  • Risk/reward of the fireball vs shotgun is fun. Would be nice to have a visual indicator of when there is enough mp to use it
  • Ranged enemies are cool and I think the game could get a lot of mileage out of unique bullet patterns, although I felt like the range of the player and enemy attacks made it so that I was often exchanging fire with offscreen enemies
  • level select menu should display level names without clicking on each one instead of just a number (similar to how it appears in your screenshot)
  • since the player cannot move out of the ring, I think the camera should be bound a bit. When a player stands near the perimeter, the screen displays a lot of pointless space that no one can access anyways
  • Rebindable controls are always appreciated

Twin-stick shooter with an army could be really fun with a few more ways to meaningfully interact with allies. Solid early demo.  keep it up!

Thank you for playing the game and for the very nice comments : -) . I have added the different points and suggestions to my TODO-list, I think you are right about them in general. As for directing and interacting with allies, I have gotten that feedback previously as well (one suggested looking into Pikmin controls as a source of inspiration). I am considering something along those lines (a predecessor game allowed very, very basic instructions), though I also hope to have AI that is a little bit more advanced, just basic stuff like with units massing at a unit producer before attacking, instead of them going one-by-one and dying, for instance. I am also considering stuff like healing as well as some sort of "temporary (de-)buff" system. Unit conversion could also be interesting, I believe. Again, thank you :- ) .