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I love this, it has juice, and it’s really fun to play. It felt well balanced. I want more.

My highlights are especially the “gravity” mechanic and the visual clarity, even tho the enemy bullets were really a bit hard to see. I also really appreciate the fact that I do not have to check my current health at all because I could easily tell by just how I shoot. That is a nice outcome of the mechanic!

I did not effectively understand why is the game divided between levels, it feels a bit pointless as nothing is actually reset on a level start (nor healths nor powerups). It in fact could felt a bit unfair sometimes, because I could not collect the rain of points from the last enemy!

I was excited to play this game, and I was not let down.

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Thank you for this detailed feedback!

The levels were done to allow for a short breather in between and a bit of a “ah, yes, made it further” feeling. The pickups while not visibly collected are automatically collected for you, but yes, that could have been better implemented - I tried my best to allow for a short time between reaching the end and moving to the next stage, but that introduced weird bugs and a bad gamefeel that I had no longer enough time to fix.

Since you said you want more, I might have some good news for you. I found myself playing this myself again and again even after the deadline and really enjoy it myself, so I’m actually thinking about developing this further now and turning it into something more :)

You are welcome! And these are good news! :D

Thanks a lot for the answer about the levels. I can see that. Some cool animation at the end of the level would feel great I hope you could manage in the future update.

Also about the less visible enemy shots, I wonder… have you tried to give them a trail? I think that could make it a bit clearer.

I hope you are not annoyed by my questions… I just love game design!

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Yeah, a cool animation like that was the plan, could have been as simple maybe as just increasing the gravity radius and waiting until everything on the screen is pulled in or something. Or just allowing to continue to collecting on the screen and then unlocking to leave the screen through the top or something like that. Ideas I had many, alas I lacked time 😅

And also experience, which is why I didn’t try my hand at a trail on the bullets, though the thought in fact DID cross my mind. I’ve only properly started my gamedev (and Godot) journey a bit over a month ago now, I’m still wrapping my head around possibilities. Have not yet touched shaders at all, or the shadows would have been done differently too ^^

Been watching a TON of game design stuff over the years though (also recently blogged some recommendations) and now also have a growing book collection ^^

So I don’t mind those questions at all, on the contrary :)

Hey! I am on step ahead of you I actually read you block about gamedev recommendation few days back :D (althought I know most of them)

I watched a bunch of Design Doc, thanks to you. I wasn’t really impressed with the first video I saw, but I am glad I give it another chance. Also was a bit surprised that Extra Credits weren’t there. Their videos are also great. Also love Mark Brown, he’s such a charm (and the videos are great too!)

On the different note, I would not advice to use shaders for the trails, I think the Line2D node would be a more efficient approach.

And I feel ya, the time limit was a blessing and a curse. I had to cut a lot!

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Hah, awesome! Extra Credits has actually been something I wanted to take another look at from the point of view, I used to watch Extra History a lot (and totally love the format), just not that much Extra Credits so far. I guess that is something I need to change ^^

And yeah, sorry, I didn’t mean shaders for trails but rather for anything else, them just being an example of something still on the “wrap my head around” list ^^ Line2D is a good point here, will have to try that. I actually just discovered separator controls today and facepalmed hard. I could have saved myself some MarginContainer madness 🙈