Recent community posts
The player's movement is solid, but the camera is too high and "zoomed in" with respect to the player's position on screen (you don't know where you will land a lot of the time).
Anyway, the art is stylish and the game is fun, good job!
Thank you! Using better the concept of destructible environments was my original plan, but I ended up with not so much time and I have dedicated the majority of the level design's time to the tutorial map!
Thanks for the feedback! I didn't know that the cursor doesn't scale with high-res monitors like the other parts of the game, good to know! And yes, about the issue with the bullets I have noticed it too.
Great art and cool background music. It's a really hard game: a suggestion is to add a "health" to the player, instead of a one-shot kill. I think it would improve a lot with this small change.
Anyway good job!
It's a really original game, which seems almost like a board game with its push-your-luck mechanic. I appreciate the "help" button during the gameplay, but for me, it was difficult to really understand what I was doing. Another type of tutorial or explanation could help a lot!
Anyway, really good art!
The idea is good and it looks great, but it's hard to understand what each action really does. A tutorial, even a really short one, could have improved by a lot the experience.
Anyway good job!
Really good idea! Good art and sound too!
A suggestion: I think that the tutorial could be improved by doing it "interactively" instead of static instructions, but it requires time and in a game jam there are other priorities.
Great idea with cool sounds! It's not easy to don't get a "meh", but I know that I'm bad at rhythm games. The possibility to remap the keys is a great plus!
One note: it would be nice to be able to use only the keyboard for the entire game, even for the choices before the battles, and also to pause the game (or at least to change the settings after the initial screen)!
Anyway, good job!
I think this is a good prototype. However, there are some issues:
- enemies that shoot outside of the screen
- there isn't a feeback when you hit or miss an enemy
- Considering that this is a prototype, the performances are not the main focus, but there are fps drops when shields get destroyed
This prototype has the potential to become an interesting full game.
Thank you for the in-depth comment and suggestions!
As you said, due to lack of time, I couldn't implement all the features that I wanted, but you have suggested some cool ideas wich I hadn't think about it (i.e. the movement of the boss).
Thank you so much!
Interesting concept and well-implemented!
One suggestion: a basic tutorial (an image or a label is enough) should help to understand the controls (it took me almost a minute to understand that with the mouse you move the hourglass).