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I really like the artstyle, and the impact the weapons feel they have. I also like the music it gives it a bit of tension. The story is a neat intro to the game as well.

For me personally knowing that the lvl up system was a last minute add it worked pretty decently. I would switch the colors so it fits more with the game and I like the extra weapons more than the just powerups as they change the playstyle a bit more. But as a last minute add, it did add quite some extra value to the prototype for sure. :D

"For me personally knowing that the lvl up system was a last minute add it worked pretty decently. ... But as a last minute add, it did add quite some extra value to the prototype for sure."

This was crucial for the build, no matter what level of detail, because the players needed to know why they were even collecting pickups at all!

You're right, I really zipped through that feature as fast as possible, and paid as much care as possible to upgrade weightings to give it a chance to function at least okay. With more time, we'd focus more on interesting counterplay, and less on the obvious fixes, like speed and pickup range, though some of those would still be in play.

What did you think of the critical hit system added in at the final hour? Do you think that added to the gameplay at all?

Thanks for your valued feedback.

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I personally am not the play-tester for that hahaha. I will always try to take an upgrade that is not about critical chances because you often do not notice the impact of those so even if they were in a game in a perfect state I would still try to avoid them.

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No, your feedback is still super important. I feel roughly equivalent. Crit was one of the "less favorable" choices I peppered in to make things like speed up not always a guarantee. Sounds like it achieved that goal. haha.