piat 2013-12-17 22:43
A solid foundation for a shmup, game play got a little tedious with such long levels with minimal enemy variance and visual changes but good start.
Foon → Ludum Dare Explorer → LD28 → Singularity
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Audio | 381 | 2.75 | ||
| Graphics | 817 | 2.22 | ||
| Fun | 819 | 2.37 | ||
| Overall | 908 | 2.44 | ||
| Theme | 947 | 1.89 | ||
| Innovation | 971 | 1.89 | ||
| Coolness | 1329 | 37 |
A solid foundation for a shmup, game play got a little tedious with such long levels with minimal enemy variance and visual changes but good start.
The idea was really cool! Good game!
Interesting premise. The controls felt pretty good, although from what I understand a good amount of bullet hell shooter fans dislike momentum. (I could be wrong, just what I have heard) I did find it frustrating that there was an invisible wall on the left and right that did not correspond to any on screen visual. Either way, nice work!
Thanks for playing, guys!
Piat: Ah, the levels are actually infinite, you only need to reach a score of 10,000 to progress. Once you reach 100% on your sync gauge, you're basically into diminishing returns on score anyway.
I think the biggest weakness is the fact that the main mechanic (voluntarily ditching out of the level for the score multiplier) isn't made clear enough - and it's not easy to tell if you've reached 10,000 when keeping the multiplier in mind...
pjchardt: It's not a purist bullet hell shooter anyway, the ship's hitbox is far too big!
As for the invisible wall, that's a bug. Look fine in the unity editor, but as soon as I deployed a build the view port got stretched (this is also why the 100% bar only reaches about 70% of the way across the screen).
Not sure why that is, I've found unity's behavior to be pretty strange when it comes to resolution settings (The game is meant to be 640x640... but it's huge!)
nice fun game!
Few things, the game is lacking some visual feedback, for eg: enemy response when get hit; the level is so long with almost no variety. Too much grinding.
Not enough shmups in the compo!
Glad to see one..
Nice retro feel..
It is really good, especially at the start. After a while it gets too hard, but good overall.
It works well as a shmup. But I'm not sure about the core mechanic, it isn't greatly intuitive without more score feedback.
not bad...
I always love playing a shmup. If I could change one thing, I think I would make the hitboxes smaller. I think usually if anything, they should be smaller than the graphic, not larger.
Good considering the time restrictions, but the enemy variation and lack of feedback on how damaged your enemies are and how many points you'll get for using your one bomb hurt the risk/reward that'd make the mechanics truly addictive.
Good idea, though!
This has potential, nice colourful sprites, cool music, thoughtful enemy attack patterns too. I feel you wanted to reach to make a complete game with many levels and waves .. for me fewer levels and more polish would have been more fun - some particles on death etc would have added a lot to this, as well as some scrolling background effect (or perhaps we are defending an area?)
Not sure I got the core mechanic -_-
So you play as long as you want and then use bomb, the longer you played the more score you got?
Amazing!! Good job :D