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yo_leris

15
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A member registered Aug 31, 2020 · View creator page →

Creator of

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Very good game, I liked the art style and it was very readable too. I liked the slow introduction of the different enemy, even if when you die at the end, it's pretty long too come back to where you are, but it allows you to get used too the different enemy type which is good. I found the random trajectory of some enemy where a little hard to predict, especially with the slow speed of the bullet (especially the sea shell). But there was a great difficulty curve I think.

Good job.

Thanks for the feedback !

Thanks for the feedback ! I'll try to add more visual feedback next time as it is missing in multiple place, but I didn't thought of the time for charging the shield indeed.

Interesting take on the theme, I liked it very much. I just found it frustrating that the movement of the base player feel so awkward (Your not sure when you will be able to move next leading to some death) compared to the speed power up which make it feel very good. It's also very difficult to take the power up where there on the first and last row of the chessboard because it's too close to the bulletspawn. Else it was very fun, and I like the art style very much, good pick.

The limitation on the movement could be interest but I think the gravity of the ship make it very hard to control (one missile upward is enough to make you go outside the map without time to catch it back). I think removing the gravity might make it more controllable, as the start of the games feel very hard (I didn't think I lasted more than a minute ... Also you mentioned collectibles, but I didn't so any, they might need to be more visible or different from the bullet.

I am missing an health bar or an indication that I'm taking damage, but i like the movement based on the mouse, it grants great control and the ability to go from one side to the other very fast, clever !

Nice minimalist art style, and great design overall. If I want to nitpick, I would say the hitbox are a little big, and the fact the character is attracted by the gravity makes it a little more difficult to be precise with the movement, but else it was good to play

Thanks, I'll try to enhance the controls then.

Thanks !

This seems like good point where I could improve the feeling of the shoot, which I didn't spend a lot of time. I'm glad you enjoyed the movement!

Thanks for the comment !

I think the controls are very slippery because I played with them on a large area without obstacle, and not with less space to move, so that might explain the way they feel. Also I wanted the player to either use the brake or do a half turn and accelerate again to slow down, but it's not very useful in a bullet hell I guess.

Very nice, I like the fact that it feels very finished. Every command is easy to understand, and the character is responsive. Just sometimes I wasn't sure if the little point where bullet or ammo/bonus, and I would say that some projectiles where hard to detect on the moving background, but else I enjoy my time with it (2609 is my best score I think)

Thanks ! I think the methodical feel is due to the terrible way of aiming for the shooting. The walls hurt you because I don't have any way to prevent the player from going outside the map X)
I think the movement would be better if you where chasing an ennemy than having static enemy. For another game jam.

Thanks anyway for the feedback.

Nice visual, but the game is very difficult (I didn't pass the first boss). I'm not sure if I should be able to reflect the bullet to hit the boss or just avoid all the attacks ...

And also adding some visual feedback when getting hit might help with finding when you are hit, which is not always clear ...

Thanks a lot, I am glad you were able to make it run, it was my first time using libtcod and cmake, so I did not understand how to make an executable, and I am looking for how to make one.
I haven't had the time to adjust the difficulty,  so I know that you one shot every thing after taking a little upgrade. The retaliation mechanic doesn't do much because there is little choice in term of what action you have, but the idea was that you must take a hit before hitting someone, and how you can trick enemy to attack you or assembling them so that there are enough of them so you could attack them, but there isn't anything else right so it isn't particularly interesting. Oh well, it was made in a game jam, so that was expected.
Thanks for your comment, it mean a lot !

Hi, thanks for the return, I have fixed this problem for Linux normally. Download the new archive and launch the script install.sh if you are on Linux, it should recompile the project from scratch. If you are on windows, try the scripts install.bat, and else use visual studio code and follow readme instruction to launch the compilation.

Tell me more if you encountered another issue.