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Played the demo until the "Attack from 3 sides" level.

It is a novel way to make a top-down shooter. The player is designed to move as close to or slower than the enemy, so position and planning are more important than sheer speed or dodging. Also all shooting actions are on a timer, so you cannot spam bullets and have to aim while shooting. It has more of a puzzle orientation, which I appreciate.

I found the game very difficult, but I guess thats the point of it. I know a bit how to dodge from playing binding of isaac ad nauseam, but the bullets in this game felts much harder to dodge. Also I don't know exactly how to play effectively, like where to stand, how to use friendly units as meat shields or how to protect them. Maybe it would be clearer for me if I watched someone skilled play the game. Attack from 3 sides filtered me hard and I have no idea how to do the level right after, it felt like facing a firing squad. As a suggestion, have you thinked about adding other non-shooting actions? Like roll-dodging, bullet time, an activable shield or a way to command/buff your allies.

Although this is not the kind of games for me, I hope you will be able to polish this game further, build upon it and create more interesting challenges.

Thank you very much for playing and for the review!

I fear that the game still has a considerable "difficulty cliff" instead of a "difficulty ramp" - it was even worse in previous versions, but I am getting a strong impression that it is still not good enough yet in that regard. I think I should introduce more intermediate levels. I also designed one part poorly, for the level right after "Attacks from 3 sides" is one of the challenge levels, which is in its own level pack, and only the level description hints at this - I think I will add different graphics to the "previous level"/"next level" buttons when the previous/next level is in another level pack, and make it obvious (in addition, different background graphics for each level pack could also give a better indication that the level pack has changed). I also think I need to reinforce concepts and approaches more, and make the player less reliant on level description text.

As for more features, I have already added a minor mechanic in the not-yet-uploaded version, and I do plan to introduce a greater number in the future - including but not limited to unit conversion, various kinds of "status effects"/similar (like slowing), and other mechanics. I also intend to improve the AI, including AI that kites and for some unit producers slightly more complex approaches (like gathering units and sending out parties of units instead of sending off units one-by-one to their out-numbered deaths). Homing/gravitating missiles could also be fun.