This made me laugh!
That's pretty much the game. Hopefully I scratched the itch of "blasting" things.
Thank you for the feedback on not being directed or guided in the game. Very valid.
StellarRND
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I'm glad you found it cool overall! You are very correct about things not being clear. It would benefit a lot from some kind of tutorial, brief description at the start, or button prompts to various things. I was watching a friend play the game and they did not realize they could get out of their Tank until it was destroyed! ...I definitely should have foreseen that issue...
I'm glad you were able to get that impression from the game!
About the objective, fair enough. That is something I've struggled with in the last few submissions, so I am going to really double down on tutorials and guidance for the future. In this game there really is none, so it is an entirely valid criticism. I believe I did write a description on the Itch page, but off the top of my head I do not remember if I described what the goal was.
Basically, just follow the red arrow and destroy the thing at the center of the enemy base.
WOW! I had a great time with this. There were plenty of issues, but overall, this was a great first game to check out. There are certainly plenty of issues. For instance, at once point I had two "rhythm challenges" or whatever they are called as I don't usually play this genre, happening at the same time due to presumably clicking multiple buttons at once, though I am not sure. The UI was a weak point. It would have been nice to have a highlight on the character I am currently playing as, as it took me until the third area to realize how my characters worked. It was strange that in some areas it seemed like there were intended to be collisions in which lacked them, like fence gates that you could walk through and just leave the map. Otherwise, good job!
Glad you enjoyed it!
Some kind of progression would have really benefited the game, because I do feel that when playing there is a sense of, "But what for?" especially without any kind of "Time Elapsed" or "Score" UI during gameplay. A kind of skill tree was something I had initially planned, since it played well with the idea of the character being a kind of parasite or infection, so seeing them literally "evolve" would have been fun.
Thank you for the feedback! I'll have to check out your game as well.
The artist on my team will be very happy to hear you enjoyed the art! They did several enemies, projectiles, and all background tiles with some guidance. It was their first ever experience with pixel art! What came together in the end was a set of very surreal enemies. If only we had more time to plan and make it all fit together under a more cohesive theme and make each enemy have a more personalized ability!
I'm glad you enjoyed the game.
Yeah, the shader was a very last-minute addition, and it is really the first time I have attempted something like it. Apologies that I did not configure it properly for different resolutions. I imagine that while the UI elements are visible, they are most likely not scaled or positioned ideally on your 4K monitor either. This sort of just comes down to inexperience in that area, and I will pay more attention to this in the future.
Thank you for the feedback!
Loved the game. I enjoyed how the main gameplay of faking paintings was broken up by the fun heist minigame and I think the concept was well-executed overall. I don't think it is the most original concept, but again, it came together well, and I loved the work put into the main menu. Certain parts felt unfinished. I could not get the help button in the main menu to work, not that it seemed all that necessary. Also, I disliked the brush sound effect when painting, as it was a bit too repetitive, maybe? Other than that, this was really enjoyable to play!







