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Any specifics so we can improve?

Based on my friends who actually played a lot of movement shooters, the game forces you to wall-slide non-stop and doesn't give you a lot of time to assess the situation, so the component of picking elements is less strategic and more "spraying the crowds with whatever you last picked up until someone dies". The elements of the enemies themselves are hard to see and register in constant motion. And, from what I saw, the last level dragged on forever either because of waves or sheer starting amount of enemies.

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Very well said. Additionally I found that in the constant movement the enemies would blend into the background.

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Thanks