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I think there's an interesting idea here, but the way it's presented is beyond frustrating. I'm not happy to admit that I couldn't even get the second coin. The platforms were too small to accurately land on each time, and they never felt like they would behave the way you want them to. They'd move when you don't want them to, and they stay still when you really need them out of the way. Once you had too many on screen, it was more than likely that you'd get stuck. 

I didn't care much for the controls either; I would have preferred Z and X to jump and shoot, not Z and Space, but that's just personal preference. The ability to control zoom levels was a nice touch, but I think a more elegant solution would have been to zoom the base camera out a bit and to have smaller, more easily beatable levels.

On a more positive note, I think the music, sound effects, and overall aesthetic presentation were well done.

Thank you for your feedback! I spent way to much time having fun with the different types of bullets, so I didn’t spend much time on building a game that was intuitive and easily understandable for players. This was easily the largest downfall of my game. I never spent time to really try it out with others and mess around with anything other than physics objects. Z and X were originally filler keys, but I just never changed them. I hope to improve both my focus on the overall game, beyond a single aspect, and my ability to make clear what a how a player must do something.