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  • Not a fan of the music stopping when you take damage.
  • Put some concurrency limits on the sound effects, Jesus Christ. Killing that huge swarm of enemies with a bomb in one of the challenges is permanent hearing damage territory.
  • The blue hitbox doesn't stand out great. Maybe add a larger circle around it to make it easier to judge where it is at a glance.
  • The shield boss's first phase lasts for too long compared to the second and is pretty repetitive.
  • The design for the shield boss is really bland. Good enemy design can go a long way in making them more interesting and motivating to fight.

Thank you for playing every DD Qwott.

  • Not a fan of the music stopping when you take damage.

I can see If can make it an option, I assume hitstop on hit is fine?

  • Put some concurrency limits on the sound effects, Jesus Christ. 

Yes, earrape is bad. I didn't even know you could put limits on concurrent sounds, I'll try to balance that.

  • The blue hitbox doesn't stand out great. Maybe add a larger circle around it to make it easier to judge where it is at a glance.

Got it

  • the shield boss's first phase lasts for too long compared to the second and is pretty repetitive.

I had another atk for the shield boss itself(cutted for reasons*), and I guess the boss is the problem? For example adding more type of Options that follow the boss won't solve the issue for you? Another example, if the boss had less life (so you would play phase one just two times) it would be better? My philosophy so far is to have quick but deadly boss encounters, like contra, not marathons like ddp and some touhou.

  • The design for the shield boss is really bland. Good enemy design can go a long way in making them more interesting and motivating to fight.

I'll see what I can do about that, I'm a noob artist and for now I'm just smashing things together as I go.

Thank you again, and GL with your game.

(+1)

>I can see If can make it an option, I assume hitstop on hit is fine?

The hitstop is fine. I saw you mentioned Hollow Knight as an inspiration, and I thought it was pretty jarring there as well. Maybe add some kind of effect to highlight the player and whatever hit you during the hitstop.

>I had another atk for the shield boss itself(cutted for reasons*), and I guess the boss is the problem? For example adding more type of Options that follow the boss won't solve the issue for you? Another example, if the boss had less life (so you would play phase one just two times) it would be better? My philosophy so far is to have quick but deadly boss encounters, like contra, not marathons like ddp and some touhou.

It's more that the second phase is just a lot more engaging. It can't really hurt you in phase 1 and you're mostly just flying in circles to get it to stop blocking your shots instead of dodging attacks.

I also noticed that boss projectiles don't despawn when the boss dies. Make them do that so you can't die after a boss is already dead.