Fairly difficult to see the beat indicators in the heat of battle, which is amplified by the fact they weren't synced.
Other than that, pretty piss easy with a cool mesh of two concepts, even if they don't blend that well.
sicave
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Incredibly unique and engaging concept in form and function, usually games that play with concepts of bacteria try to cutify the bacteria and it's fresh to see a game where they're as ewwy as they really are.
The game loop is incredibly fast and the room design is small enough to condense an area into just a couple minutes, though the cap of each area is a big difficulty jump than the rest of the enemies (or maybe the regular enemies are too weak).
The modifiers are unique and their combinations are intriguing, even if the pool is too small and filled with modifiers of varying efficacy like the minion (who went out of bounds) and Dash Explode modifier, unfortunately the weapon combination is caused by more of a limitation of space rather than the benefit of higher tiers of weapons (and recycling is arguably better).
There seems to be a performance issue whenever enemies spawn and bullets are shot, FPS heavily drops whenever an enemy is hit or shoots (or is shot at), which could be equal parts softbody physics or not having a minimum specs recommendation.
(Also, stomach area, main character is green in the green background? really?)
Level 2 wasn't as hard as much as it took a bit to adjust to, also the camera is too close so enemies can sneak up on you.
Level 3 was really busy, I think segmenting it into different themed areas could help with telling if a key is in a radius or not, also I hadn't noticed the door until I got three keys (gamers never look up)
The ice spawned too much especially with the boss, I found fire and rock were the least likely to spawn for some reason.
I never figured out what was the start button.
I pretty much turned everything down and the render scale didn't help that much weirdly, I didn't see whether the CPU or GPU was maxed out which is mb, but it definitely wasn't a memory issue.
Also the steam deck does have some pretty good hardware.
Edit: I tried to get back in the game to measure what it was stressing but all 3 times (2 from main menu, 1 after the tutorial) crashed, one of them even crashed my computer, it might be a GPU issue in that case.
I don't really know why I expected to run a shader heavy game 😅 Sorry!
I tried to take notes about what tweaks I felt could help the game, some of these are subjective but things like coyote time are must-haves.
ice rock is fun rock rock is fun fire is fun but needs bigger bullets lemon is fun fire rock is too limited, needs more charges and abilities fire fire is OP but needs more static projectiles, think suns instead of fire rocks.w lemon ice is good for bossfights and not much else ice fire needs to add momentum rock is boring lemon is neat but needs more damage lemon lemon is fun but needs to turn off collision, think katana slash rock golf needs to have changeable direction enemy stun sometimes doesnt activate invincibility frames camera sens needs to be maintained and have a higher default level 2 was very fun and challenging, but this isn't to say classic level design in 1 3's open ended design was more enjoyable than 1, especially the second area (even though it's a bit more confusing) you should be able to collect more charges of the same element each element needs more uses level ranks are a bit too hard to get ice spawns too frequently recharge orbs need to recharge more level 3 boss is too slow and has too little hp, HP bar coyote time no heals within carrot cake, restart button cant restart
It was hard to track why residents became upset, or why certain structures were getting less electricity than they were supposed to, or were being left unmanned especially with the turbine, I couldn't tell whether the residents were being upset by food shortage or turbine sound, or why there was a food shortage if the cannery was disabled, I don't know how the sleeping residents stat works since it regularly goes negative. does that mean they're working?
It's very easy to overspend or destroy your cannery and be stuck waiting to get back to 800.
Pretty unique approach to TDS and progression, with a clean artstyle despite some kind of generic designs.
The hero-centric approach is certainly a standout, and I appreciated it despite the imbalances of the heroes or varying memorability.
The main takeaway I had is that the game is somewhat boring and slow, without much real challenge or need for strategization in placement of heroes, stacked with the fact that heroes like the archer outclass almost all other heroes and heroes like the rock hulker are too slow to be appreciable outside horde waves.
Heroes like the swordsman or the potion slinger need lower XP threshold because they won't get as many kills as main line heroes, and in the case of the swordsman, are almost only useful in combo with the rock hulker.
The wave makeup is also repetitive and too easy, compounded with the necessarily exponential length of each new wave being farther from the main crossroads (the spirits are too weak to take out the waves on their own).
I think with some playtesting and a UI style change, the game could become more memorable and become a candidate for a successful steam release considering it does have a great foundation both conceptually and technically, I never saw a bug.
A very striking, attractive and polished art style and aesthetic with the promise of also doubling as a good Bmup?
Well, it's an unkept promise but I appreciate the effort.
Unfortunately I genuinely couldn't finish the demo because of two main compounding reasons.
1-The performance, as I found out through queenfaith's video was supposed to be much better, the gameplay was significantly slowed and probably contributed to the feeling of the combat being tanky and sluggish, though didn't comprise it fully.
2-The combat was sluggish, the enemies were repetitive, tanky, numerous and worst of all, completely defenseless.
The enemies could not reply to the player in any meaningful way and wore out whatever novel countertactics quite quickly, which I'd theorize was picked up on, hence the fact they are spammed literally everywhere.
This is also partially not just because the enemies don't have any meaningful tactics or abilities against the player, who themselves is quite overequipped.
I do mean overequipped, while the grab and parry functions were left unattended (the former is useless against most enemies, the latter is useless because it does mostly nothing against enemies), the sliding kept all the enemies stunlocked, which meant most of the gameplay, whenever I wasn't trying to find the elusive fun way to beat the enemies, was just spamming control.
Overall I think this game could complete the package of what it's got going for it and could become way more fun with tweaks to the combat, enemies, and level design (all the levels are either horizontal corridors or vertical corridors, the latter which is less fun).
Sorry, the notification didn't go off because this website is made by a pile of bones.
Yes, no, no, yes, it was stuck at around 2-5 FPS so while I couldn't confirm if it'd go later on in the level, I definitely couldn't play with it.
While I have a lowly PC that's been known to not run some games the best, a 2D gamemaker game causing this severity of issue is somewhat new to me (though not unprecedented).



