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First off, I had a lot of fun with this.  You packed a lot of goodness into a 4 minute experience.

The main things I had feedback on were on enemy model or AI variety, in particular as relates to the long range Q attack.  It would have been cool if there were enemies that stayed at range and had a projectile attack so that the Q attack could be a little more useful.  Other than the pre-spawned enemies hiding behind the pillars in that one corridor, I felt like most of the time I couldn't zap anyone with the Q attack fast enough.

The other thing I was considering is whether a icon-based cooldown might be better than the colored bars for the abilities.  Though I do like how the color of the lightning corresponded with the bars.  I'm really not 100% sure which was would be better, but it was something I thought about.

Great job, and I look forward to seeing more!

Thanks for the feedback!  I really appreciate you playing and I'm happy you enjoyed it.

If I had the skills to make it happen, adding more complex AI and different enemy types would be the first thing I'd do, for the reasons you suggested.  The Q ability is really specific in its ideal usage so it would be nice if there was a type of enemy that it's super effective against or something.  And yes, my ramshackle UI could be improved in a whole lot of ways, like an icon or something that doesn't take up as much screen real estate.

If I update this project, you bet I'll take your feedback to heart :)  Thanks again.