Hey, I'm glad you had fun playing as I did making it! That One More/Encore Jump suggestion was something I completely overlooked, and that doesn't sound like a bad idea actually... which should be pretty easy to add (a few lines in the collision detection code).
andrewp_fun
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Hey, thanks for playing! I am surprised that the game actually runs fine on mobile and does not combust into flames as I actually do not have an Android device on-hand to test it, LOL.
I will look into keyboard+mouse controls. Initially I excluded keyboard controls because RawInput conflicts with DirectInput and XInput and player slots get super screwy especially when you're playing local multiplayer. I will look into it again and see if I can enable keyboard controls in-game without that strange caveat (thanks New Input System.....)
Hi there! I tried your game just now, I very much love these kinds of arcade-style bullet hell games.
Positives:
- Character designs, I like them on the sides of the screen that fill up that whitespace
- The bombs feel very satisfying to use, as someone who likes that risk-reward strategy.
- The power-ups and their effects very much remind me of games like Radirgy or Kauros, where their range and lock-on feel very stimulating to watch them hit the enemies.
- Good use of visual feedback (lights, flash effects, screenshake)
Things that could be improved on:
- Particularly the UI, I think the overhead HUD should be bigger/be more distinctive especially in a game like this where A LOT of stuff is happening
- Bullet projectiles from the player ship still have that bilinear filtering (you can see this when the game’s paused), which makes that pseudo-ish motion blur effect since they move really fast, but not the projectiles coming from the enemies, which makes the gameplay a bit disorienting at first.
- There are some moments where the amount of bullets onscreen to dodge is absolutely insane (might be a skill issue on my end though since its been a while since I last played this type of game lol), so I think there should be some extended length of invincibility when respawning in.
All in all though, this demo is very much fun to play, and I had a fun time. I look forward to your future progress.
Hey, thank you for the feedback! I really appreciate it as I haven't been getting as much critique on the game aside from the UI aspect(s).
This is very insightful feedback as this is actually the very first time I'm making a fighting game, so it's still very clunky, I will admit.
I am planning to add smaller characters to the list and there are some parts of development that have been very difficult to maintain, especially physics and hitboxes. I am currently in the works coding things like gun and pick-up projectiles.