Thank you very much, we are glad that you enjoyed our little creation ^^
Diegothx0
Creator of
Recent community posts
Love the art style, the mix between the visuals and the audio and music creates an uncanny atmosphere that matches the game very well.
On the play side of the game, it could be a little more explained what to do. I collected my 3 blood samples and now know who the shapeshifter is, but I don’t know what to do to subdue it jeje.
Congrats on making a game! ^^
Love the art style and the music, it gives a very eerie atmosphere to the game, I could see how one could get catch on the vibe of the game and want to know more of each monster behavior.
As some comments say, it would be nice to have subtitles for the instruction audio, especially for those of us whose English isn’t our native language jeje.
Congrats on making your game!
Hi, you’re welcome, thx you for publishing it. Now 46 is my high score, I could do this all day ;)
Now I plugged in my controller and found out that the game is much more manageable with a controller than with keyboard controls. On my first tries I was using A and D to turn little by little instead of using the arrow keys to rotate quickly to x direction. This 2 ways of control the player give a different difficult as it requires more or less reaction time. Also, the 180 spin on arrow is slower than the one on control, so that it’s also a difference between the player controller.
Bigger font size, please jaja.
Cool game! I love the idea of the revolver and how every reload is a gamble.
Maybe it’s a lot to ask for a game jam, but it would be nice to see some custom movement patterns for the enemies. For example, they could follow you while maintaining some distance from each other, making it easier for them to surround you. You could also play a little more with their speed. Making some enemies run as fast as the player would help avoid the strategy of just running in circles while keeping all the enemies in a line.
Also, I love the art for the player character! ^^ I would also make it so they look where you’re aiming instead of where you’re moving.
Congrats on making a video game! ^_^
For clicker games, I think it’s very important to make everything else catchy, like having addictive sounds and animations that react to what’s happening. The idea is to kind of hide the fact that the player is only clicking by showing different reactions with visual and audio feedback. Also, it would be good to make the upgrades feel more impactful, so when you get them, they hit that obsessive milestone chasing part of the brain.
Hi! Firstly, thank you very much for playing our game.
Yeah, that part could have a little more clarity on what to do. The idea is to align the core satellite with its parts by spinning each one so they attach to the core. There’s a red line showing where each anchor point is heading, and when a part’s anchor aligns with an anchor on the core, it starts moving to attach to it.
If you want to give it a second try, there’s an ending cinematic waiting for you after that level. ;)
Beybladeeees! I like how you implemented different types of enemies. Maybe it could benefit to have a little more dynamism, like the more RPM you have, the further your hits send enemies. You could also gain RPM back instead of it only being a cooldown, or something like that.
Congrats on making a full game! ^^
Nicee, the game hooks you and make you want to increase your high score naturally, so that’s a good sign. Currently, my high score is 35.
I just think maybe it needs a little more adjustment to the difficulty so you have more time to react when enemies come from the bottom of the screen at high velocity. It could be something like the camera being a little further back, or the enemies slowing down after they hit you (I think this one is pretty common in games like this).
Congrats on your game! ^^
