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panjak

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A member registered Aug 31, 2016 · View creator page →

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I'm talking about some unpolished details, it's nothing gamebreaking though. Some notable ones I remembered:

Regarding the boost button, I suggested making it just boost you in whatever direction you're facing if you're not holding left/right.

And thanks!

Really enjoyable demo. I was surprised by how well the jumping physics are suited for dealing with the barrage of projectiles enemies shoot at you. There's some lack of polish and visuals might be somewhat underwhelming, but they create a cohesive whole and shooting stuff just feels good - explosions are on point and enemy fire is easy to see.

As others said, an autofire button would make a great addition - the frequency of mashing gets pretty hard on you after a while. I felt the charged fire of blue/red weapons isn't very useful - it has quite limited range and most of the time it seems to be just faster to kill things with ordinary fire. I think I saw it had some bullet-blocking properties, but it appears to be very situational, maybe I just didn't get used to it well enough. I'd also probably find myself using boost more often if it was possible to initiate it without right/left input.

It's nice that there is an option for basic key rebinds, but I wish gamepad support was a little more robust - it seems like only pad 1 can be used.

I'm looking forward to more news about this game.

Regarding the movement itself, I feel like that little bounce that happens after a high jump is a little unnatural. Because it has the same sound and graphics as an ordinary jump but is lower, it looks like some kind of input buffering bug. Giving it different audio and visuals would do, but personally I'd say with such high gravity it just would be better to ditch it overall and put in some kind of landing animation instead that wouldn't affect player's behavior.

From bugs, textboxes don't seem to pause the walking animation properly and timed textboxes don't react to mashing buttons properly - they just loop around until their staying period is up.

Looks good overall, I really liked the death animation

It's a bit rough around the edges with some flaws like wonky full-screen scaling and extremely limited view along with no invincibility frames after entering new floors, but a pretty fun prototype overall. Gesture detection is neat, cute sprites too. Want to see this further worked on.

- Knockback cancelling mechanic is brilliant.

- Death screen is a nice touch.

- In the (I think) second section of the first (Cave) stage it's not possible to go down the stairs of what seems to be a passable segment - the character just shakes back and forth.

- Mechanics are still very solid overall, but stairs feel too sticky and take too much priority - especially in the tower section of the Hell stage I often found myself trying to duck or use the alt weapon, but instead unintentionally interacting with the stairs and taking damage. Perhaps their sensitivity should be tweaked.

- I feel the section after the Tower in hell stage is a bit of an unfun romp with the same short moving platform passage - enemy pattern repeated a bit too many times.

- Second boss was awesome.

Gameplay-wise it's looking rock-solid, though the boss seems to be on a bit unpredictable side later on. Good work so far.

Good game. Could use some more polish, but very playable as is.

Thanks. It's being developed further.

Thanks. I haven't played that game, these backgrounds do look like something worth investigating though.

When it comes to picking software, it depends on what you're aiming for. For the characters I used GMS' image editor, a program that doesn't surpass MS Paint that much, but the sprites' outlines are softened in the game.