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(+1)

So much juice! I'm getting Hotline Miami vibes. Good work with the overall polish.

I have mixed feelings about slow motion as a core mechanic. Sometimes it feels like the optimal way to play (go slow) isn't the fun way to play (go fast). You can probably work around this by tweaking how the baby bar works, or how many enemies appear at once in later waves. I found that most of my deaths came from careless mistakes where I just wanted to go fast and shoot things.

But, I can see why slow-mo makes sense if the game turns into bullet hell later on with huge rooms of enemies. It's just a matter of balance.

Thank you for playing :)! 

It's a thing i've struggled with, how to make players really use the slow motion. To me it looks cool but I understand the frustration. I've been toying with the idea of making getting kills reset the bar or making your firerate quicker. Do you think features like that would make it more useable? 

(+1)

Resetting the bar is a cool idea, or at least making each kill deplete the bar significantly. So you'd have to hop back and forth between getting kills in baby mode and human mode. Actually, there's a shmup called Espgaluda that works like that. There was a lot going on so I didn't fully understand how the bar works, but I felt like I could stay in baby mode for quite a while, as long as I was hitting enemies.

I will check out Espgaluda, sounds interesting. The bar right now depletes every tick but gets a chunk back when you combo 10 hits and since most guns have quick fire rate (or for instance the shotgun that shoots 4 pellets) it will trigger quite often. Shooting enemies while in normal mode refills the bar normally.

In your opinion you actually want the opposite? The bar should empty out quicker so you're forced to be out of slow motion?

(+1)

That's what I was thinking, though take it with a grain of salt. Now that I know how the combo system works, I can see how it might get more difficult when the screen is filled with enemies and you're trying to shoot fast to stay in slow-mo. I can give the game another run to see how this plays out in later waves, because I only took a casual look at first.

Thank you for the feedback! if you find anything feel free to hit me up.