Pretty original concept and very good art, but that's about it. The bird doesn't die so and whilst the plants can die, there are vines down there that stop you from moving forward, so you can't go down there, meaning you can't hit the plants, meaning the projectile is basically useless.
If you start to fly against a vine the screen starts shaking which is very jarring.
The background moves way too fast, and even made me a little motion sick.
Cool concept, cool art, but the gameplay leaves a lot to be desired.
Luckscrow
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Movement was very slow and in a stroke of irony the only movement in the background is clouds overtaking you, rather then the other way around. Projectiles flew in from offscreen. Weirdest of all there's an invisible wall roughly in the middle of the screen so you can't go to the right of the screen should you want to.
Game felt good but the player felt quite slow.
Boss had a few issues. The hyperbeam didn't get announced in any way so i suddenly got hit with no chance of dodging it outside of avoiding being in front of the boss altogether, which is impossible because i need to be in front of the boss in order to hit it. Mine attack also felt like the hitboxes were WAY bigger then the red circles indicated, so i got hit even though i stayed outside of said red circles
Game functions and plays not decently, but tolerable. However there is no font which does not look good, the wave countdowns are black on a dark background. Enemies scale fairly well at first, but beyond wave 5 there are suddenly dozens of them on the screen at any given time. I feel it would be better if their spawns got spread out throughout the wave instead spawning the entire wave all at once.
Enemy pathfinding is quite interesting. Feels a little sporadic but that actually helps the game as it makes enemies feel more alive and satisfying to hit.
Game had pickups, which i did not see coming. Cheers for that.
Projectiles have a good speed to them so they feel satisfying.
That being said it has some major issues.
The movement is really weird. The max speed is way too high and the acceleration is comparatively way too low. This means that usually when you hold a movement direction you start out at a already pretty high but manageable speed only to then accelerate to Mach 3 before you even realize it.
There is no cooldown on attacks, and whilst i like a high fire rate in games like this, the lack of a limit encourages just ramming your spacebar and filling the game with projectiles.
Level 1 looked pretty good. Level 2 was just a skybox with a default cylinder and default cube. Level 3 was the same, but now there's a tower with a cannon on it. I thought this was a miniboss, but it didn't do anything, which was a little confusing.
The boss didn't seem to have a hitbox, nor take any damage, and one of its attacks just spawned a sphere that didn't move, so it only hit you if you tried to ram the boss, which you'll likely never do because there is no reason to.
Movement is good, but could maybe benefit from a slight bit of "momentum". Currently moving around is very jagged. Whilst it doesn't impact gameplay it does make it feel a bit less fluid.
Art is good, i appreciate 3d models with large pixels (not sarcastic btw), but the game would benefit from a font.
Enemies are fine, but at times quite spammy. Fine overall but worsened by the rather conservative fire rate
