Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Good work, I am a sucker for bullet hell type games so this was a cool one to play. I found the thing most limiting to my enjoyment of this game was the movement. I played it for a pretty extended period of time and was wondering if experience would help me better control the mech, but it did not. I think if you make the steering a bit more 'snappy' and responsive rather than having some latency when turning would make the game much more user-friendly.  Also, the auto-bounce on walls sometimes let to frustrating situations when I would get trapped in a corridor (I believe in the room before the boss there are some tight pathways on the perimeter). My intuition expected the ability to reverse, maybe that's an option open for your consideration?

 I really enjoyed the mechanic of dragging and dropping weapons onto your mech. It's passively increases your time to die while also giving you an edge against some of the tougher enemies, so that was really well done. All in all, good job!

Thank you for the feedback!

The movement was something I messed around with for a while, but couldn't get a perfect solution by the deadline. Perhaps in a later patch when the jam is over I can try to update it a bit more.

Would you say that the movement would be easier without the wall bounce at all? During my playtests, I found that without it I would be unable to move in certain situations after hitting a corner.  Perhaps a backward movement option would have solved that problem.

I honestly think that the wall-bounce wouldn't be an issue at all if steering was a  bit easier. I think the issue I was running into is that I would bounce off an enemy -> bounce off a wall -> now all of a sudden I'm going backwards -> try to turn around -> bounce off another wall... you get the idea.. But yeah, reverse might be a good option with steering that represents the inverse of forward steering: like how a car turns in reverse. 

Hmm, I see, thanks for the suggestion.

I guess this wasn't something I realized in my playtests because I played my own game too much and got too experienced with the movement haha.

Hahaa yeah, we all do it! It's really hard to recreate or imagine what a new player feels like when you've spent so much time playing and testing your game :)