Interesting game. I don't think the screenshake is needed whenever the slime is near the player.
AMagicRock
Creator of
Recent community posts
Interesting idea. Pipes should have more randomization. The first level in particular feels boring to go through.
First player always gets an easier first level but the difficulty immediately increases when the second player goes. It should be done in such a way that both players have equally difficult levels and ramps up after both players have finished their turns.
Interesting game concept but definitely a lot of things need to be worked on. Missiles feel useless since they are so easily intercepted, while the autocannon feels very powerful as ammo regenerates extremely quickly. Perhaps it would be good to have something that counters the autocannon too but requires the missile to destroy as well. That way both autocannons and missiles are used equally.
Very difficult game. Being only able to sustain 3 hits while the enemy has a ton, along with their constant firerate and fast bullets make the game quite challenging. Not to mention the tanks can destroy the base and win instantly.
The tanks, excluding the green one, are extremely hard to tell from one another. It was hard to dictate how much health each enemy will have based on visuals alone.
Quite fun. Powerups are interesting but spawn too close together and clump up. The paddle being able to move outside the zone is strange.
A funny interaction is when the ball can bounce on the back of the paddle and kill your own houses. I don't mind friendly fire but it can feel unfair sometimes when a ball knocks out 1-2 houses from the back of your own paddle.
Interesting game idea. The crow that attacks the player after missing is undisguisable from the other crows. The score is bugged out and only shows 0 during the gameplay phase but shows it on the game over screen.
The pixel art aesthetic feels all over the place with multiple pixel sizes for different objects and environment.
I think the boss needs a better indicator for when it's going to actually swing its sword. Maybe the boss could also have 1 or 2 more kinds of attacks that can be parried, the parrying is quite hard at first but becomes very easy since the boss only has one attack.
Also spamming the attack button instead of parrying makes the boss too easy as well, perhaps have a short delay on the player's basic attacks?
Cool game, I can see the potential of it.

