It does, yeah. We were considering adding more scaling difficulty, but I didn't think it was necessary. I didn't expect people to be so good at the game!
HeroOfFlames
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This game rules! The aesthetic is great, it's fun, it's challenging. What else is there to say? Well, a few things, but they're pretty small.
First of all, the parry is brutal. Maybe it's a skill issue, but it felt like I got hit half the time I thought I'd get it. Dunno if it's an animation clarity thing, a strange timing window thing, or again, maybe him skill issue.
Second, no controller support means that I can't play it as the twinstick shooter I so want it to be. If you continue this project, I beg of you to add that.
Finally, I wish that I could zoom out some more. It wasn't common, but sometimes a bullet would come from nowhere, usually if I was locking on to something.
Beyond those things, though, it was a fantastic time! I'm forced to assume the lag is cleared up with the download (no Linux build D:), and all the mechanics work and work well. Great job!
Great concept, the eyes being invisible when closed adds a ton of tension and uncertainty, especially since they block light. It turns every bump into a potential threat. Sound would've helped a ton with the game, though, and the momentum with walls was strange and really made the floaty controls feel bad instead of difficult.
This was really good! Felt good, looked good, sounded good. The enemy splatters was unexpectedly brutal, but it really added impact! With how good the game is overall, it almost feels like any complaints are nitpicks, but I do love picking nits.
Killing enemies felt weird sometimes. The guys would double kill sometimes, but never consistently enough to feel like I did something wrong. The grounded turrets Just wouldn't die sometimes? I assume it has to do with the dashing hitbox, since if I dashed down into them it worked, but dashing away didn't, even if I was standing in them when I started. Finally, the mounted turrets being invincible just felt weird, especially since the grounded could be killed.
Also, the time slow being on right click felt weird to me, not really sure why. I got used to it near the end, but maybe it'd be better on a different key? Maybe it's a me problem, though.
The most important question, though...
When's the full version releasing on Steam? I genuinely think this could be expanded into a larger project, adding more stages, enemies, bosses. Maybe some stealth elements, this has the vibe of a fast-paced stealth game to me. Fantastic job either way!
I love how punchy everything was! The palette swapping really helped with that. Money didn't feel very important, though. Since I can only buy one thing per wave, and they're all quite cheap, I ended up with hundreds more than I needed. Plus, the enemies usually died near the center, so collecting was easy as well. Otherwise, great job! I wish it was longer tbh!
Great game! The soundtrack went quite well with the visuals, and it was fairly fun to play. My main complaints are that you can't know the differences about the ships without trying them and that they feel a bit floaty. Also, the textures in the first stage look flickery a bit? I'm not sure how to describe it but it makes my eyes uncomfortable. Still very solid overall!
Great game! It felt great to play and I always felt like getting hit was my fault. I only have two bits of criticism. The first is that "0.9 fire rate" means nothing without context. All the other upgrades gave percentages, and I wish that did too, like "10% shot delay reduction" or something like that. As I'm typing this I realized it might be a 0.9 multiplier, but I didn't realize that at all in game. The second super minor problem is that your health doesn't animate in sync, and while that's probably something no one else would care about, it's kinda distracting to me. Still, fantastic job overall!


