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(+1)

Nice idea!

I like the various takes on the features of an OS throughout all of these games, and a bullet hell is a very cool one!

Throwing the player right into the game can be a bit much, I found myself often getting hit by the first bullet of a boss just because I wasn't ready for the game to start yet. As well have no idea what is going to happen. I also only figured out that there was a dodge roll by just going "I wonder if right click does anything." So a bit more of a "tutorial" or introduction would be helpful.

I think that this game would be improved a lot if it had a larger screen / room size. It can feel very claustrophobic in the area, with very little space to move around. I was often hit by things and wouldn't be able to tell you what hit me or why I deserved it. I would also get hit by the boss itself, which I don't really think should be much of a problem in a bullet hell game. I wasn't every really able to tell what patterns a boss was throwing at me because I wasn't able to see them. If the room size was increased with a fixed camera I think it could play a lot nicer and allow for more actual dodging and less getting lucky.

I liked the windows ideas having effects on the fight, especially with the dragon even using the split shot as an advantage to shoot more bullets if I decided to get close enough. (Hopefully those shots didn't have reduced damage...) And I think there is A LOT more room here for more interactions with the windows. I usually try to think of ideas to add to a game when reviewing them, and I found these ones to come the easiest. Here are just a few ideas:

  • Avoiding a cursor that can move the boss or player
  • A boss using Ctrl+C and Ctrl+V to copy and paste a large attack
  • Selecting and deleting potions of the map

I think basically anything that was in within the Animator Vs Animation series can be used for inspiration for how the OS combines with the gameplay.

I also think that having a larger screen could help with seeing these windows and how they are effecting the gameplay. I didn't really know what the Octopus drawing applications were doing at first.

Cute visuals! I am a sucker for thick pixel outlines.

Nice job!

(1 edit)

Wow, thanks for playing and for all of this feedback! I will definitely be rereading this comment when it comes to post jam content and patches!

Edit: the snipped bullets do full damage :)