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(1 edit) (+1)

[hard version, beaten up by boss 3]

So on the surface the game is quite pretty and the the soundtrack is quite nice, but unfortunately gameplay-wise I’m quite mixed.

The walls instantly killing you is extremely nasty, and wish they just bounced you away while dealing survivable damage or something.

The stages themselves are paced quite too slowly, which when combined with how tanky every enemy is (and the absence of any popcorn) makes them kind of a slog to go through even if they’re not necessarily hard, especially if you’re trying to replay them after getting suddenly vaporized by a wall during a previous run.

The player is rather plain to use, with a fairly static shot (unless you choose the wide shot upgrade at which point you can start pointblanking things), and no other mechanics to play with like other weapons or scoring systems to interact with. I also noticed that if you continue the game strips you of your weapon upgrades, which I wasn’t a fan of.

The game definitely picks up during boss fights and makes use of the walls in fun ways, but the aforementioned one-shotting from the walls also hurts. Unfortunately the bosses also share the same kind of tankiness as the stage enemies, making them overstay their welcome by a bit.

(+1)

Thank you for playing! And I respect your opinion ^^

The game strays quite a bit from the usual shooter formula, and lack of scoring mechanics is intentional. As an attempt at "Horror STG", the emphasis is put on aesthetics - atmosphere and tension. So the pace needs to be somewhat slower, or else it would fall flat. Though the player does control the game's pace to an extent - fully destroying waves faster will speed up progression and give you more time to beat the boss, before walls fully close in.

Regarding walls - personally I hug them a lot myself in other shooters. I understand the muscle memory can play some nasty tricks with how the walls are instant-kill. Yet, there needed to be a way to implement the "limited" theme. And I think mechanics like "Limited ammo", "limited fuel", "limited time" are very, very hard to implement in a fun way. Most of the time they'll just hamper the player's abilities and act as an unfun inconvenience than a threat that you'll need to play around and strategize against. The walls in Perdition Sphere mechanically act as a soft time limit. Aesthetically - they're supposed to really mess with your head, gradually induce a sense of dread and panic. You don't have much time left. If you don't shoot down the next boss - the walls will close you in. It's do or die. If the walls only dealt minor punishments, would it really have the same effect?

I think the main problem here is a player's expectations. Your games are bloody fun! They're fast-paced, and there are always mechanics and tools to keep the player entertained, and ways to strategize to reach a higher score. They're fun in their own way. For Perdition Sphere, the goal was to make the player strategize through the challenges imposed on each stage and reach one of the endings - and make sure they feel something from it. This is why the more complicated mechanics such as multipliers and item collection aren't present, as they would detract from that experience, and also scare away people who aren't that used to shoot'em'ups but who could really enjoy the aesthetics.

That said, and regarding enemy tankiness - the game could really use more enemy variety. I wouldn't use popcorns in every wave, but sometimes they'd really make sense - sadly I couldn't find or make proper assets before the deadline. Not sure if I agree on boss tankiness - both stage 1 and 2 bosses take about a minute and a half to beat, which I think is about the same time to beat an average early stage touhou boss..? (If you had trouble with some particular boss or its pattern - please let me know.)

TL;DR - I understand why a player and developer of caravan shooters and other fast-paced games wouldn't enjoy Perdition Sphere's gameplay so much. I do think it's a matter of taste - perhaps in an alternate universe, another rolling crow would have mixed feelings about perdition sphere being too fast :S Thank you for playing and sharing a detailed opinion, hope you don't mind a not-so instant-kill wall of text in response :P