Maybe I am just a big baby but I found the game genuinely unnerving as early as the first interaction, the sounds of dialogue are awesome and a lot of the interactions with the antagonist are interesting!
Jack_Vargas
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I totally understand how you feel. my intent was to give the player a more meaningful interaction with the ammo count, being able to use a powerful tool at the cost of gaining bullets was the direction I went. though it was intended to be more of a cost of entry rather than a punishment, maybe I'll find a way to make that more apparent. originally I planed to add more such interactions but couldn't find the time. glad you enjoyed it and I hope this answered your question.
while simple there is something here. the main flaw in this game is a lack of tutorial or easy to pick up logic here, I spent a minute replaying the first level to figure out what was going on. simply turning the pink squares into dotted outlines would go a long way. that said the snappy movement feels brilliant, that along with the timer has some potential, if you add a letter rank at the end of the level basked on how fast you were, that could get addicting, especially trying to map out the best route to move the boxes.
great game. I don't think I have seen anything with this cool visual style. the players hair in particular is very eye-catching, switching between spells feels very fun and rotating through them randomly is a great way of keeping the gameplay fresh. what I like the most is how unique each spell is, making a variety of attacks all feel the same is an easy pitfall so I am always excited when somebody avoids it.
this game is AWESOME. the core loop of running around looting then going back to the start for the next wave is super addicting. I only got to wave 11 and I feel like the enemies had a bit too much health at that point, got kinda slow, but I may just be bad. the upgrades available, the level design, the music choice, its all fantastic.
I may be bias as katana zero is one of my favorite games and this draws a lot from that but I had a to of fun. I actually replayed the game to see if there was a different ending for killing the red guy with the cross bow. the levels are very well done and the enemies dropping a weapon on death is super cool. only complaint is I want more
lots of twists on expectations here, I like how the levers are almost always a bad thing you're supposed to avoid. the ending was very subversive as well, a nice surprise. the only critique I have is I feel like the jump is very important but the sound effect for it is pretty minor, if you beefed it up a bit then it would really sell the stakes and power of the jump. good stuff!
as the first game you've ever made I am very impressed. the core mechaninc of a combo meter used to pay for abilities on top of the two different weapons getting their own combo is a very fun idea, and they pair together so well. the attacks them selves feel lack luster but for being made in 4 days it's not half bad. I hope to see your future work.
what is here is pretty nice. i definitely feel like the box puzzle to platforming flow is pretty nice. I really like the way you have too walk through the level multiple times. just feel like the battery/timer mechanic could go a bit further, like if you had a movement option that requires you spending battery and you have to find a route that uses that move the least or something. if you can find that last bit of mechanical spice then you're golden!


