I really had so much fun playing this, and the little details, like trying to drop your companions, amazing, however I did run into a little minor error, apparently in the final boss of chapter 2 (not saying who because spoiler) when you manage to drain the boss's health to advance in the next phase while the guns (a certain phase of the boss where it summons gun like projectiles and these also shoot bullets) have disappeared from the screen, it crashes because the gun projectiles do not exist, they have been removed and the boss hasn't generated them again in time, I played it a second time and it didn't happen again, not really importa because of the saves, and replay the fight is just so fun to do, but just saying, just that, amazing game, I can't wait for it to be released fully.
Cezar Andrade
Recent community posts
I like the enemies on the third area, here's some opinions again:
- The third area is way easier than the second area in terms of the enemies, what makes the second area harder than the third is the fact that the room are filled with many of those enemies that shoot in 4 directions, making it hard to move freely, the third area lacks that kind of enemie which makes it the easiest area, even easier than the first one.
- As said before, in the second area, many of those enemies that shoot in 4 directions are being spawn in the rooms, some nerf or limitation on those would be a bit apreciated, it's trully a chaos, don't know if it was intended, but it's really the hardest one so far. I enjoy it of course, but I think it's too much for the second area.
- Since the enemies can like get some special abilities when they are in a different color, I noticed that the static enemies that shoot staying in place don't get this kind of ability, it would be good if it got added, making some expections on them, because getting the purple ability won't be much in a static enemie, but green to make it shoot faster and yellow to hide, would be cool.
- This would be maybe already too much but maybe do the same mentioned before, but with mini bosses, to have some variety on mini bosses, just don't make them possible to have the purple ability, 3 mini bosses in a row, no thanks, of course if a mini boss gets the chance of have an ability, lower the enemies that are in the room with it to make some fair balance.
That would be all, I have to say that I only managed to get to the third area once, so maybe I missed some of the enemies that area already there, so far I didn't see like a imitation of the snake enemie or a static enemie in that area, and getting to the third area is a bit of a pain because of the spam of the static enemies in the second area.
Thanks for reading and hope this help to improve the game that is looking pretty good right now.
also, one last thing I noticed, apparently when you equip a note right where it's going to play, the sprite of the note get's bigger than it normally should be, it's not like it matters, but it kind of annoys me seeing it different from the rest, maybe I'm not the only one, but yet another little detail here
This game is wonderful! I can't wait to see the full version of it.
Here are some opinions:
- For the First Boss who generates lazer I noticed that it always rotates clockwise, maybe you can make it rotate to the closest side at you.
- That same lazer rotates too fast and makes it unpredictable, maybe you can make the boss do like a loop to the side that is going to rotate with the warning, and then do the lazer movement, or make it start rotating while it's warning you that it's preparing the lazer.
- With the enemies that shoot projectiles, you could add some animation before shooting, that way you give players time to react, it's not really funny to kill the enemie right after it shoots and die because of it (I died like 4 times because of it).
- I think you should lower the opacity of the player's bullets, that way you can focus more on the enemie bullets, sure it's a mess when you have lots of notes and die because you couldn't see the enemie's bullet, not really necessary but if you want to be fair with that, it's your choice
- For the Second Boss, when it disappears maybe you could make the boss still can be seeing but almost like if you couldn't, lower the opacity but not at 0, but around 0.1 maybe (considering that 1 is full visible), would be a good effect, also for some enemies that also do this, not only the boss.
- I think you should make the bullets behave different or have a unique effects when the sound of the note is different, it doesn't need to be a big change, maybe like, change the shape of the bullet, or make it last longer just a bit, etc.
- Would be good if you added a death animation, even if it's just a simple explotion.