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AAbstraction

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A member registered Nov 20, 2015 · View creator page →

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The game feels good overall, the music fits, and the main objective is easy to understand, which helps make it fun. But so far, the strategy just seems to be about rolling the right ball to power up one strong ball, and that’s it. Fewer balls means less effort, so powering up a single ball is always the best option.

The strongest balls clearly have a homing attack , so player involvement drops as the game goes on. You throw the balls, and then they mostly do their own thing. You can't control when the enemy AI fires back, or who it targets, which makes things feel a bit random.

It might help if you could charge your shots, or time your throws like a tennis swing, to make aiming more skill based. Right now, you can’t see the next wave coming, so the only strategy is: power up the best ball and let it carry you. 

If the slight idleness on the player’s part is intentional, then sure, go for it. But in that case, you might as well automate the base bouncer too and shift the player's focus elsewhere. The only meaningful interaction would then be between levels, choosing the right squad like it’s a soccer simulator and activating abilities mid match like it's WoW. 

The main problem is that the gunplay feels weak like throwing ping pong balls at enemies who do the same. In most Touhou games, the player attacks feel fast and powerful, like a gatling gun. With the sound of a machine gun when you are hitting the enemy. That’s missing here. The player also moves very slowly, which might make sense in a stealth game like Metal Gear Solid on Game Boy, but not when you're raiding a base. Cirno is an ice fairy, shouldn’t she be floating or moving in a way that feels more special? If this is more of a stealth game, Cirno should freeze cameras or enemies, float, or shrink to hide. Right now, she moves like a normal person, but she’s a fairy .W hy doesn’t she move in a more magical way? It doesn’t feel right for her to act like a human guard, it feels like a weird visual mod to another game. 

Everything feels polished, but is there a reason not to just spam the gun and drill kick? It seems like the most efficient way to deal with every enemy. The slide seems to grant i-frames, and the drill kick covers a lot of ground with solid damage. Maybe it’s just that early enemies are too simple, but right now this feels like the go-to strategy for everything. If the game emphasizes fighting large groups, maybe consider encouraging more varied approaches.

I enjoyed the fast pace and the feel of the bounces. Just wondering , why go with roguelike progression? This kind of gameplay seems like it would work better with structured levels, like Vividlope, instead of waves.

The game feels great when you're smashing thugs with a rebar,really solid impact. But the movement could use more variety. Something like a bullrush or a jumping attack that damages your weapon but hits hard might make things more interesting. Right now, it kind of feels like you just pick one thug, keep hitting until the kick prompt shows up, then repeat. Is there a reason not to do that every time? Maybe if enemies reacted more dynamically, it would push you to switch things up a bit.
Basically, a way to make the skill ceiling higher 

I feel a basic tutorial is in order. I can't quite grasp the objective of this game

Thanks for the feedback.

Thanks.
Still figuring out a fast game over with no delay and zero fluff. I’ll drop as soon as I figure it out

(3 edits)

Thanks for the feedback. I’ll investigate the 45-degree issue .there may be something off there.

For the clock, it’s intended to have a fixed rotation, but it's possible there's a bug. I’ll take a closer look.

If you want to experiment with normal pendulums, Look at ghost flame.

Level 9 will have fewer , bigger bullets


The most complex and interesting levels come right after the ones you played.

It's hard to read the frog’s charge level. A cue or effect would go a long way to avoid guessing 

it should be still open

They are assets from previous Flishlicka games. Check out Schwing

Thanks! 

(3 edits)

She was unexpectedly not scared by the murder laser-snake, or the vampire bat.

She's very worried about Ingot though.

Can I tell her he( she ? ) 's still alive ?