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(2 edits)

Ugh, I find it *super uncomfortable* having constantly to press the right mouse button over and over. Why have you decieded the player has to do this?

Also, the explanation screen gives away little information about how to use the bomb and other items, it's not very intuitive.

About the gameplay, what I can tell from hammering that right mouse button for maybe a few minutes, I feel like you should care more about pacing and creating some situations that require relevant player decisions rather than just flooding the screen with enemies over and over. I can see you tried to achieve that with the items (at least I suppose you did), but for the core gameplay, what exactly the player does seems almost irrelevant to me.

Sorry my feedback probably comes over pretty harsh, I can see you put work and effort into the creation. But these points are pretty much fixable. For controls, always make them as comfortable for the player as humanly possible. And if the enemy waves are somewhat configurable for you, you can easily turn it into an engaging gameplay loop (and if it takes some hardcode changes, it's still possible for you!)

Hope this feedback helps! :-)

(+1)

Thanks for your input Dibaka. Its only the first version, I do have a lot of changes I plan to make. I will change the firing for sure and add a few more bits of information regarding the items. Extra screen for how to use of the item that creates the barriers etc. Also enemy movements will be worked on, roamers that appear to directly rush the player, and random bosses.