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(+2)

I love it, one of my favorite submissions so far! Played it a few times until I got S rank.

It's simple, it looks good, it plays good. Great use of the theme too! Enemy bullets felt a little too big but it's probably just me, and while the looping audio is the only glaring weak point in my opinion, it didn't stop me from playing. I noticed some people saying that the last attack is too difficult, and while I noticed how much harder it is than the rest of the patterns, it felt just right to me (though I'm used to playing very difficult bullet hells, so I understand why a less experienced player would think so). Well, maybe the frequency at which the boss spams blocks could be tweaked a little, but it was an exhilarating phase for me regardless.

It's funny how the game prevents cheese and using the blocks defensively by making the boss shoot through them if you let him fill the arena too much. I also really like the choices you get with your upgraded weapon - you can take it slow and break the blocks while keeping your distance from the boss, or you can risk it and pointblank the boss for a faster kill. A feature I personally could use would be a "speedrun timer" to let you see how well you do in the speed regard. 

It's really fun as it is, and with some extra work put into it, War in Heaven could definitely be shaped up into something incredible!

(+2)

I'm glad you enjoyed it a lot! You're probably the first to get an S rank (if no one else claimed otherwise so far).

A speedrun timer is a great idea for end-game players as a skill expression! I will look into that should I proceed with the game development further down the line.

Admittedly I kept the last attack as is because from the playtests sessions, the players actually gave positive feedback despite its difficulty. It may have been the dark souls effect with the satisfaction of defeating a difficult boss. I definitely will look into incorporating at least an easier difficulty for people to ease into the game much better.  That or I could just ride the current wave, I think the retry mechanic gives plenty of handholding to players as is.

Thank you for your comment!