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(+1)

Hey man, thanks for the review.  I totally hear you on all of these points.  A little dev told me "PUT IN THE BUTTERFLY, I LIKE IT" so... that happened (the pattern you snapped =P).  Overall, we needed more time to develop, we only got a few hours between the three of us because of life issues.  I would like to see a lot more responsive systems overall, the mouse controls were added pretty last minute and we didnt't have a lot of time to debug.  The timing on all of the bullets/ammo/etc was all put together using unity's music analyzer, so that DEV WINK WINK STORMY said it was perfect and I believed him =P  IT's a pretty powerful system but needs a good tuning.  I was happy that we got a rough prototype working but I really wanted more time to work on this.  The win screen, I put together and I'm indignant that you don't like it.  It's beautiful and definitely not a last minute way to give us an actual game loop ;)

I'm still interested in giving this project some updates so your feedback is really appreciated =D

Thanks for playing !

(+1)

Ahh I see. I wanted to use the output from Unity getspectrumdata as well, which is like you said, very powerful but not quite reliable and so I ditched it and went with another solution. Now I understand why sometimes the health and amo pack doesnt appear. I think the controls were responsive, just that it didnt cover the whole screen so I had to be careful not to move the mouse outside the central square. Butterfly pattern was cool to see, but I think there are cooler patterns such as the flower you had, which still gives room to dodge. Don't get me wrong that I didnt like the win/lose screen. I just thought it's not up there with the beautiful graphics of the game and the win screen specifically didnt give enough satisfaction when winning. I mean mine didnt have an end screen to start with so I cant really complain about that haha, I do look forward to seeing a more visually appealing win/lose screen =D.