Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Wow, this was such a cool idea! The waves of bullets cascading across the surface of the sphere look phenomenal! And I love the animation and movement of the final boss, it looks so polished and alive. I played the normal difficulty first and immediately died, so I played through again on casual so that I could experience the whole thing. A few recommendations I have: It would be great to see a health indicator on the enemies, some of them took a lot of sustained damage, and it would have been nice to know how long to fire at each one. I didn't really understand the Overcharge ability at first, I would press the right mouse button, see the charge animation, but nothing seemed to happen. I eventually realized you have to shoot after pressing the right mouse button, but that didn't seem to be communicated in any way. The final boss takes such a long time to kill even in casual with sustained damage the whole time, it takes about three full loops of its attack patterns, so I can't imagine how brutal that would be if you have to be dodging the whole time. And lastly, I would love to see the lifespan of the players bullets increased somewhat, so that you can see them travel around the entire sphere. But overall, this was really brilliant stuff! I'd love to see what you can do by expanding on this concept!

(1 edit)

Thanks for all the feedback!

I try to avoid putting in health bars unless I need to, but I agree that the purple, spinning turrets don't give enough feedback about how much damage they've taken in particular. With 15 hp, they require nearly two seconds of direct hits to destroy, even if you don't miss. I wanted to do some sort of "damage stage" system where they'd get more beat up after taking hits, but since I didn't have time for that, yeah, I prolly shoulda just done floating hp bars.