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(1 edit) (+4)(-1)

Coming from a lot of other action roguelite games, this one's not too fun. I'll just copy what I wrote in my review:

"Enemies that dash, enemies that snipe, fast enemies that explode, "XP" that disappears if you don't collect it, "XP" collection that is completely manual and sacrifices your ability to shoot, health that only drops from bosses and level ups, special weapons all take limited ammo, no easy waves to ease you into each run, a tightly zoomed in camera that lags behind your character and giving you only about an inch of your screen for safety, no actual roguelite mechanics to give you permanent buffs..."

(EDIT: also forgot to mention how annoying the bull enemies are, their invincibility shield is too big. Also I wish their block went down completely when they're stunned.)

I think the disappearing bodies and the limited ammo for the toggled special weapons is one of my biggest grievances though, it just feels clunky as hell to swap weapons in a game like this and switch to a weapon with limited ammo, one that you have to sacrifice level ups to upgrade enough to be useful.

If "limited ammo" is an absolutely intentional, desired, high-priority design choice, I would've had the special weapons be "upgrades" to your weapon instead of a whole new weapon, make it a temporary, themed buff to your main weapon. You build up the meter like normal, activate it, and it does something to your normal shots for a set amount of time. One causes it to chain, one turns it into a constant beam, one turns each shot into a 360 degree shockwave, one makes the shots explode with AoE, etc., and when the meter runs out, your shots go back to normal.

(+1)

Progress won't disappear in the story mode and the weapons are just put in for players to test out. Despawning the bodies was a two fold decision to create tension and to make sure the game isn't wasting performance on enemies that are downed for a while. In the story mode you'll get the weapons by beating bosses similar to how it is in games like megaman, not by buying them with levels. I can edit the collider for the shield a bit to make it smaller and even disable it in the stunned state. I don't intend on changing the weapons anytime soon and like I said in the devlog things will be a bit unbalanced as enemies are generated at random without a 'cost' spawn system at the moment. Later I'll be manually crafting levels and obstacles so the environments will be playtested to be fun without being unfair, for example I would probably not spawn any more than 2 bulls in a room as juggling that many of them is simply a hassle.