I was too dumb to figure out the rules and mechanics :(
The idea has lots of potential, the cosmic horror fits well with the tension of minesweeper.
Looking forward to play a version with onboarding!
Good work!
Was the game enjoyable? Could you imagine playing a longer version?
Yes, enjoyable game. Not sure I would play on PC, would very likely play on mobile.
Was the boss too hard/easy?
Managed to beat on first try, think that's good for a first boss.
What was frustrating?
Running out of ammo for the basic gun and having to wait for it to reload.
The cannon ammo ended too quickly, considering the impact of the weapon.
The heavy caliber gun reload time felt long.
Control scheme was a bit uncomfortable (spacebar for heavy weapon).
What did you wish you could do?
Have some defensive option (shield, dash)
Well done!
Very good work with the aesthetics, art is cute and coherent, sound design is on point and the interactions are juicy.
I'm not much of a puzzle person, so don't have much to add on puzzle design.
As a casual player, difficulty scaling was pretty good.
Regarding input, I prefered playing with the mouse, dragging the paths, I wish holding RMB would undo continously.
A small suggestion for the main menu would be increasing the size of the "Play" button a bit.
Overall, excellent work!
Excellent work!
I think the core gameplay has great feel, found it oddly relaxing to go around killing zombies, vibing to the music.
Controls are responsive and the aim assist with headshot option works nicely.
It has somewhat of a beat'em'up vibe, without the button mashing.
A few thoughts:
I did not find the jump very useful, when I jumped on stuff, it made hitting the zombies more difficult (melee), while they still could gnaw at my legs.
I did not undesrtand what advantages crouching brings as well.
The camera worked well most of time, but got in the way in a few edge cases (some thin walls did not go transparent and the character was obscured).
I did not use the aiming with RMB, prefered just mousing over freely and shooting.
Brainstorm (trying to avoid being too scope creepy):
Replace the jump with (or just add) a dash or roll maneuver.
Add a heavy melee weapon that can hit and tumble a bunch of zombies
Add low obstacles, you can pass when crouching, but zombies stay stuck
Overall, you got a very nice core, goood luck with the next steps!
Excellent work with the game!
Here are the answers:
The bottom flippers felt better, maybe that's due to the sense of scale, the top area is tighter, with less elements to hit and a shorter reaction time (do not see an issue with this tough). They were responsive, I played with keyboard.
Not sure what "shields from reflections" means
What are reflections?
Pretty good variety and effects
The genre mashup worked great! Aesthetics are very enjoyable as well
There were not many enemies at times so that the weapons could not show their full power, for example, I would like to see the Rose pin clearing dozens of enemies when it activates.
Adequate
Yes, cause and effect made sense
I played the ancient pinball game that came by default with windows, had a blast but did not play many of these later on. Played quite a lot of Vampire Survivors as well, but not many other survivorlikes.
Bugs:
DId not find any
Brainstorm:
Add enemy waves (like the bat clouds that cross the screen in Vampire Survivors)
Add some bosses/mini bosses glued to walls that require some hits to take down
Excellent work with the game!
Here are the answers:
The bottom flippers felt better, maybe that's due to the sense of scale, the top area is tighter, with less elements to hit and a shorter reaction time (do not see an issue with this tough). They were responsive, I played with keyboard.
Not sure what "shields from reflections" means
What are reflections?
Pretty good variety and effects
The genre mashup worked great! Aesthetics are very enjoyable as well
There were not many enemies at times so that the weapons could not show their full power, for example, I would like to see the Rose pin clearing dozens of enemies when it activates.
Adequate
Yes, cause and effect made sense
I played the ancient pinball game that came by default with windows, had a blast but did not play many of these later on. Played quite a lot of Vampire Survivors as well, but not many other survivorlikes.
Bugs:
DId not find any
Brainstorm:
Add enemy waves (like the bat clouds that cross the screen in Vampire Survivors)
Add some bosses/mini bosses glued to walls that require some hits to take down
Here are some impressions:
- Overall:
It has a chill vibe, nice art for the title screen, good music.
During gameplay, I felt a lack of agency. Too much of the outcome depends on randomness.
Locking in a perfect angle that resulted in picking a series of coins was satisfying, but those moments were rare for me.
I believe that this is the whole point of the concept, but I felt the frustration to satisfaction balance tended a bit too much towards frustration.
- Controls:
The response of the controls felt too timid for each input, even at maximum sensitivity I was scroling like crazy!
- Brainstorm:
Some UI element that shows the current magnification level
A different control scheme, with zero buttons: the user controls magnification only via movement of the cursor. Move the cursor up/down to increase/decrease the magnification level.
As the particle collides with others, it becomes heavier, reducing the speed with which the direction changes, as time passes, it decays back to the original state.
Here are some impressions:
- Overall:
It has a chill vibe, nice art for the title screen, good music.
During gameplay, I felt a lack of agency. Too much of the outcome depends on randomness.
Locking in a perfect angle that resulted in picking a series of coins was satisfying, but those moments were rare for me.
I believe that this is the whole point of the concept, but I felt the frustration to satisfaction balance tended a bit too much towards frustration.
- Controls:
The response of the controls felt too timid for each input, even at maximum sensitivity I was scroling like crazy!
- Brainstorm:
Some UI element that shows the current magnification level
A different control scheme, with zero buttons: the user controls magnification only via movement of the cursor. Move the cursor up/down to increase/decrease the magnification level.
As the particle collides with others, it becomes heavier, reducing the speed with which the direction changes, as time passes, it decays back to the original state.
- Impressions from first playthrough:
Core gameplay is solid, could not drop it until the end of the demo
Vibes are good, nice choices on the music and sound effects department
- Bugs:
Music stopped during one of the levels and only started again when starting the next.
- Controls:
Movement felt a bit stiff
Did some dashes to a direction I did not want to, especially in high pressure moments
- Juice/feedback:
Upgrades did not feel too impactful
Dash availability needs stronger feedback
- Brainstorm:
Sound cue to communicate dash is available again
Character has a front side that determines dash direction
Mouse only controls - character follows cursor, dash with one button, grabs/launches enemies with the other
Let player pick one upgrade right at the start
10x the power of upgrades, so that the playstyle changes dramatically
Add movement inertia, have an acceleration/deceleration curve
Increase juice on large plays, every additional enemy defeated adds to the effects
Large combos give a temporary buff
- Impressions from first playthrough:
Core gameplay is solid, could not drop it until the end of the demo
Vibes are good, nice choices on the music and sound effects department
- Bugs:
Music stopped during one of the levels and only started again when starting the next.
- Controls:
Movement felt a bit stiff
Did some dashes to a direction I did not want to, especially in high pressure moments
- Juice/feedback:
Upgrades did not feel too impactful
Dash availability needs stronger feedback
- Brainstorm:
Sound cue to communicate dash is available again
Character has a front side that determines dash direction
Mouse only controls - character follows cursor, dash with one button, grabs/launches enemies with the other
Let player pick one upgrade right at the start
10x the power of upgrades, so that the playstyle changes dramatically
Add movement inertia, have an acceleration/deceleration curve
Increase juice on large plays, every additional enemy defeated adds to the effects
Large combos give a temporary buff
Thanks for the feedback! The outpost model is the culprit for the size in the uploaded windows version. The train actually stands still, the map is a series of tiles that run by the train and go back to starting position after they leave the screen. Good ideas for additional objectives, I will consider them if I revisit the project!