charlesschar 2022-04-05 00:09
Wow, this is really well done! Very intuitive and fun to play and the player controls very well. The level of polish on the game is very high.
Foon → Ludum Dare Explorer → LD50 → Wrath of the Sun God
By skript-kitty
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 518 | 3.65 | 25 | |
| Fun | 371 | 3.67 | 25 | |
| Innovation | 1161 | 2.73 | 25 | |
| Theme | 1386 | 2.23 | 25 | |
| Graphics | 825 | 3.47 | 25 | |
| Audio | 559 | 3.40 | 22 | |
| Mood | 820 | 3.37 | 25 |
Wow, this is really well done! Very intuitive and fun to play and the player controls very well. The level of polish on the game is very high.
I really like the controls in this game and the various phases of the boss. It felt difficult but doable. I also really like the squishing on the jump animation. The controls were pretty floaty, without much horizontal momentum, which is fine, but it's less suitable for the tight corridors in the early game. Also, I think there should be more of a cost to charging a shot, like slower movement or something. Otherwise its a bit too powerful. If you were aiming to hit the theme, I'm not sure you succeeded there, but that's optional and you made a great game regardless.
@charlesschar Thank you for your positive feedback! I'm really glad you enjoyed it.
@drewg8 Thank you so much for your feedback! Glad you appreciate the squishing on the character (in hindsight, I spent way to long trying to get that to work.) I'm super glad I was able to nail the difficulty (based on what you said.) And I definitely agree with you about the controls and theme issues. The character's horizontal momentum is way too slow, even considering the original idea I had no idea why I didn't speed him up? And yeah the charge shot is a little too strong, originally it would have charged twice as slow, but that made the rapid spam of the weakest shot the strongest move, which turned the game into a button mashing simulator, so I sped up the charge as a band-aid fix, and I should have definitely slowed it down, maybe 1.5x instead of 2x? Idk. And about the theme, the tldr; is that the game was going to be a LOT different (see the itch page for that story.) and about half way through I came to the realization that I wouldn't hit the theme, but I decided to finish the project anyways. Anyways, thanks so much for your feedback.
Woah I'm impressed that you managed to pull this off in 24 hours! I beat the game on medium and then went back and spent about 10 attempts trying to beat it on hard before finally giving up :smile:
Hey! I liked the game but I suggest you to put a boss fight sound which matches with the difficulty. The shot needs to feel more powerful. Also i liked the art and the effect.
Best Game Ive Played yet, feels more like a real game even if its a little short. the way the text is on the screen has more of a story. Overall great game.
Everything worked well and I was impressed you managed to include so many boss phases! I would have liked if I felt a little more mobile in the boss arena, felt a little slower than I would've liked trying to get around, and like there were only a couple of symmetrical paths I could traverse. Other than that the boss fight worked great. Managed to win on the first try (on easy, just barely) so the difficulty seems about right. I also really appreciated the controller support, always important in an actiony platformer type game. Enjoyed it!
Really great game, I like the story and I like the constant action.
This is a neat little boss fighting game. Though simple, but very complete!
@sagiii Thanks for your feedback! Yeah I got a bit stressed near the end (which is when I did sfx) so I kind of skimped out on certain things, I definitely should have included more. Anyways thanks for your feedback, and I'm glad you enjoyed it!
@polymathld Thank you for your feedback! I've been getting a lot of feedback about the horizontal movement being too slow, and I can't help but agree 100%, I really don't know why I didn't fix that earlier on. Maybe I thought the slower, more precise movement would make the bullet hell segments easier to dodge? I'm not sure but I really liked an above suggestion that slowed your movement when you were charging, so maybe that could work as a TouHou-like focus mode? The more I read the feedback the more I want to remake the game into It's original idea! Well anyways, thank you for your feedback, and I'm glad you enjoyed the game!
@ashley-watson Glad you appreciate the story!
@skript-kitty My comments are a bit tough but you did a great job, the artist on our group liked the sun god and I do to. Hope I'll see your new game on the next ludum.
Nice little boss battle game. Liked the art. The control scheme for the keyboard could be different.
Cool little game - simple, but fun. And it has the plus that it wasn't too hard for me to beat, which is rare for a bullet hell game (I usually suck at them). Great work!
This is a well tuned boss fight.
I thought the game was a bit too easy as I just tanked the boss and didn't die. I think the dialogue was pretty unnecessary, would have been nice to have an option to speed it up at least. But I liked the particle effect on the super charge!
Fun bullet-hell game. The amount of boss phases is extremely cool and the boss's design itself is really nice. Only wishes is that the control scheme on keyboard was different, something about using z and x as a right handed person to jump and shoot just didn't feel right.
Fun bullet-hell, had a great time, the graphism are nice and crisp, same goes for the audio. I like the little glimpses of lore we get.
This was a neat boss battle, I liked all the different boss phases/attack patterns! The sound effects were nice, and the music really set a kind of mysterious/ominous tone. Mixing up the arena terrain might have helped force the player to jump around more, as it was I definitely just stayed on the ground most of the fight and took advantage of my attack range. Overall this was really well-executed, great work!
Cool game! Would benefit having some ennemies before the boss so you can practice shooting bullets.
@martenscedric Thanks for your feedback! I've gotten several comments on the control scheme, and you mentioned it feels weird as a right handed person, I thought that was funny, as I am left handed! So maybe that's why it feels fine to me. I should keep in mind to have some of my right-handed friends playtest the game first! Thanks for your feedback!
@martenscedric Thank you for your feedback! Yeah I totally agree with you, once you know the boss' attacks it becomes really easy to just throw yourself at him and win. I wanted the patterns to be more complex on higher difficulties, but I just settled for lives as to save time. And I really don't get why I didn't add an option to skip dialogue, as its slow speed frustrated me a lot during playtesting, I'm really not sure why I didn't add an option to skip it. But yeah thanks for your criticism!
@paul-nadan Thank you for your feedback! I definitely agree about shifting the arena around to make it more interesting! The extra platforms do feel like wasted space, and the game doesn't really feel like a platformer despite being labeled as one. If I were to make a project like this one again, I would definitely done something like that. Again, thanks for the feedback!
@winter2277 Thanks for your feedback! There was once supposed to be targets in the room before the boss so that the player could get a hold of the controls. They got cut for time reasons, but I do agree that it would help the game to do that. Thanks for your feedback!
I won! Controls are great! only thing that I can really say is that I would like more! Oh, and something on the main menu to tell you what to hit to select things.