evgeniya-zapolnova 2021-10-05 16:53
Nice game, but too difficult for me :( I am really slow person I really like art here
Foon → Ludum Dare Explorer → LD49 → doctor concoctor
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 208 | 3.94 | 21 | |
| Fun | 55 | 4.15 | 21 | |
| Innovation | 524 | 3.52 | 21 | |
| Theme | 293 | 4.00 | 21 | |
| Graphics | 207 | 4.26 | 21 | |
| Audio | 79 | 4.13 | 21 | |
| Humor | 542 | 3.26 | 17 | |
| Mood | 236 | 3.91 | 20 |
Nice game, but too difficult for me :( I am really slow person I really like art here
I love this! Strong "Enter the Gungeon" vibes, probably that was intentional. =) The gameplay is very tight, large variety of enemies kept it fresh, and the difficulty scales very nicely as well.
My main complaint here is it was very unclear to me most of the time what each new upgrade was doing for me, which cheapened the feeling of upgrades a fair amount. Sometimes it seemed I just got greater damage, but without health bars or any indicators even that was a bit hard to judge. This is doubly true for the end-of-floor rewards, where I got to select from three options, but pretty much just had to choose blindly. I would love to have felt like I could steer into interesting combos at this stage!
Overall though, just treating the upgrades like a basic progression system that I couldn't control, the game worked really well. I played for quite a long time across several runs, and I enjoyed each one. Very polished entry and very complete. Well done!
Great twist on the roguelike genre! I was pleasently suprised by the amount of items and "unstable" effects in this game! Very fun!
Great game. Love the unstable effects and the amount of weapon modifiers. I do wish that the current unstable effect was a bit more prominent onscreen. great game.
A decent arena shooter with a lot of content, great job! I think it could be improved even more with some tweaks. The enemies seem very hard to kill, they need a lot of hits. Also I miss nice enemy explosions. The crosshairs could be a little clearer.
Hi there! Thanks for submitting your game for me to play live during my Twitch stream!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/1173738676?t=1h25m48s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Very fun and well polished. At the beginning I though that unstability was bad, but it turns out it was bad... for my enemies! :laughing: I liked the many enemy types and the randomized levels. Great work!
This is a really damn good game. I especially love the attention to detail on having a separate sprite for each rotation of the gun; because to me, that says you're actually doing the aiming calculations under the hood! Aiming calculations always mess me up, so I was glad to find out my engine of choice had a "look at feature" and pretty decent pixel rotations. Doesn't beat the vibe of manual sprites though, very authentic and in-world.
My main problems are that I have no idea what any of the items I picked up did, it was sometimes a little hard to see the platypus influence in the beautiful platypus bots, and it doesn't really seem like unstability made much of a difference? Like, every room had a new effect anyway, so I just kept picking up the items. Still, it was a fun little bullet hell! I only made it to level three (four? it's all a blur but I think the floor was purple) before I finally got out-bulleted. Don't really think I'm the right type of skillsetted player to try again since I don't really feel like any of my choices are informed decision. Like, I picked up Scrap Metal and bullets started coming out of my ass, which was great when "aim backwards" showed up, but WHY did Scrap Metal do that? The item descriptions are all so cute and quirky and I love them, but absolutely do nothing to communicate to me what they might possibly do.
Music and audio is fantastic - I love that it just sounds like I'm shooting a Nerf gun of some kind. Level purple's soundtrack is a little obvious when it restarts calm version versus battle version - felt a little stilted every time I entered a new room then defeated the enemies.
I also love the contrast of the enemy bullets versus the player bullets, as bullet hell games often confuse me in that I can't tell my own bullets apart from my enemies; but I also worry the pattern of the bullet animation may not be accessible to people sensitive to flashing lights, especially in rooms where "Darkness" is taking place. (Speaking of which, I love that darkness occasionally faded in the layout so you could tell where you were going but still had to put up with everything in mostly the dark, rather than just blind tripping and fumbling. Fantastic QOL design there!)
Overall, absolutely amazing work. Really good job on the whole thing! Just absolutely stellar :smile:
Fantastic game with very polished gameplay! The controls felt great!
Wow. The soundtrack is of a really high quality, the whole interface and look&feel is top notch too. Real oldie vibes, congrats!! The instabilities were very fun to work with!