This was a TON of fun! As someone who grew up playing the original Snake and Bomberman the gameplay loop really clicked with me and was very creatively implemented. This got some real potential
Verburner
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Was a lot of fun to play! A bit unforgiving, but that just adds to the retro feel. What I WOULD have liked is a tracker how many feathers are still missing so I know when I got them all. Also the aiming with the torpedos is hell. Kinda got stuck at level 4 though. Not sure how to get through the 1 tiles vertical hole to the pressure plate.
Really crisp visuals and patterns! I barely managed to see "3 circles remaining" after around 10 attempts. The cost for using the slowmo was a bit too harsh imo. It would've been a meaningful tradeoff if it drained health at half the current rate too. But I guess bullet hell games are just meant to be insanely difficult.
Woah. This is ridiculously difficult! Was really fun to play, but I barely cracked one minute with how much damage the enemies are doing and how they can sneak up on you. I think the cooldown of your own attack is a bit too long too. If I find an opportunity to get two quick kills in a row it felt really bad that I wasn't able to do but had to awkwardly wait around.
I quickly found out the best strategy is to just upgrade thrust and moving straight up and praying. If you pick up enough speed the game can' t really keep up spawning things somehow and there are barely any obstacles :D
I goal to reach would have been nice. Doesn't have to be much, just let me reach space!
Yea, I agree that a checkpoint would've been a good idea to implement. I didn't do it because the game felt very short to me already while testing and I thought that blasting through the weak enemies at the start with a stronger body could be a cool power trip. But it seems that it left people more frustrated than intended.
Really well tuned difficulty and polished visuals! I don't agree with the others that aiming with mouse should be possible (would make it too easy), but a subtle change I would've liked is making the aimer start slightly slower and accellerate a bit when the key is pressed so it's easier to make precice adjustments to aiming and quicker to swing over a longer distance
Wär halt zu leicht, wenn man einfach weiterrennen kann wenn man stirbt :)
Wenn ich ein größeres Spiel aus dem hier machen würde, würde ich es wsl umdrehen, dass man nach dem Sterben einen Gegner aussuchen kann den man selber während dem Run umbebracht hat. Ist logischer und dann kann ich auch Fallen einbauen ohne mir Gedanken zu machen was man dann nacher wird wenn man stirbt
















