raassh23 2023-10-03 05:17
The blue keys despawn quite fast, i feel like collecting them is harder than actually fighting the boss lol. It's still a pretty cool game tho
Foon → Ludum Dare Explorer → LD54 → Down the spiral
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1044 | 2.91 | 31 | |
| Fun | 1025 | 2.74 | 31 | |
| Innovation | 958 | 2.81 | 31 | |
| Theme | 453 | 3.80 | 30 | |
| Graphics | 879 | 2.92 | 30 | |
| Humor | 895 | 1.97 | 23 | |
| Mood | 976 | 2.84 | 28 |
The blue keys despawn quite fast, i feel like collecting them is harder than actually fighting the boss lol. It's still a pretty cool game tho
Cool idea, the controls are good, shield drops despawns pretty fast but it feels polish and good, congratualtions!!
Great game.
The second boss Doesn't feel quite nice with the later levels, but the concept is amazing!
Nice little game ! I agree the blue keys disappear a bit too fast. I like the idea that the boss's projectiles remain stationary in the area to really make it a "limited space". Also, when the boss shoots in spiral in the second phase, you can find safe spots where none of its projectiles will reach you, while you shoot him down safely. Maybe find another pattern ? Good stuff overall !
I had to go back to read the description again to understand how to play the game, perhaps some feedback on the shield when picking up the blue keys would be nice. Also I guess there is a bug that you can still shoot when you fall off the platform.
Nicely fits the theme and the overall look and feel is pretty good. Well done.
@raassh23 Thank you for playing the game and feedback. Ill tweak the spawn value to find a sweet spot. I didn't want it to be too easy to get them hence a lil difficult initially .
@marti-mayolas Thank you for the feedback, glad you liked the game. Yeah despawn time needs more tweaking. also if i shud increase their number initially.
@erivas-soulares Thank you for playing the game and feedback. Each level was suppose to have its own Unique boss but I over scoped and spent too much time on other aspects of the game . Will be working on better bosses types for the next update.
Thanks for the feedback, @lucas-vaudaine. I acknowledge the issues with boss fights, especially in terms of cheesing the boss , with limited time for adjustments i had to move to the next task. A third attack pattern with indicators for each attack is a priority for future development. Glad you liked the overall concept.
That's a good idea @kuggenhoffen , I do play a sound when u pick a key but there is no indication of its purpose unless u read the description. Thinking of adding Shield percent reduction indicator in the coming update. Thank you for the feedback. Happy you like the game :D
@ahbee-studio-nex-us And I will be looking for the next version! It was pretty fun to play!
Fun concept once I found out how to drop the boss's shield.
Interesting take of the topic. I liked the design and the controls felt good. The shields disappear pretty fast for me, but all in all it was fun to play!
Nice game, I only understood the shield drop after I read the game description.
Nice game! A little confusing to begin with, but I worked it out eventually. I think it's a little annoying that crossing into the black kills you instantly.
very nice game. i like the idea to keep the boss's bullets on the area so space will be limited over time. however the blue keys disappear quite fast so collect the keys is harder than fighting the boss. i think you should disable movement control when dashing because right now dashing is more like a speed boost. overall nice work!
@kairuma @tankou @luis-carli Thank you for playing the game and appreciate the feedback. Will be changing the spawn time on shield drops and more balances.
@miraculousmelon thank you for playing the game . I should have added more visual feedback on what to do besides the description. The black read is suppose to be the void , Ill increase the grace area where u can still be alive near the void, and it probably need more work to distinguish itself, your feedback is appreciated.
Thank you for the suggestion and feedback @mncc8337 . I couldn't quite figure out how to create a proper dash/dodge so right now its kinda a speed boost. As many pointed out blue keys disappear too fast and something will try to balance first.
its quite hard and i could keep playing after i died somehow but overall i think you did a good job ! the music is nice
Nice job! The music has a great beat, although it might be a tad loud (I get a teeny bit of static, not too much). I liked the general idea and flow of the game! I'm not sure exactly what was happening, but I seemed to randomly teleport or get some camera jitter, which was disorienting at times.
Thank you for the playing the game and feedback @voithos . If you happen to slip off the edge, you'll find yourself teleported to one of the designated respawn points. It seems like providing additional visual cues for this mechanic could make it more intuitive. I apologize for any disorientation caused by this. As for the music, it's worth noting that it's part of a music bundle(hence not being rated), and will look into static issues you mentioned.
Nice job for your first entry! The idea of reducing the space after each round to increase the difficulty is cool. I found it hard to understand what to do at first, since in the first wave the shooting doesn't actually do anything, and I didn't understand that some pickups were safe and others weren't. I'd suggest focusing on making sure it's obvious what each part of the game does so that folks don't have to read the description to understand if they're doing the right thing.
Cool concept, was confused at what was harmful and what was helpful to me until my 3rd try. Wasn't sure if the green or red parts were harmful until I ran right into them. Maybe having a visual cue on the barrier when the player picks up each key would better show they're making progress. I think instead of a dash, which I wouldn't use in a bullet hell with limited space, there should be a slow bullets mechanic or something that lets the player avoid taking damage briefly to help them maneuver better. Overall though nice work!
I quite liked this game. The aesthetic reminds of Macromedia Flash games I played in the 00's, and the gameplay feels like a mix of Yar's Revenge, Tempest, and a (light) bullet-hell shmup. I can see why others think the blue power-ups fade out too quickly, but I was alright with it because it made me play more defensively. Perhaps have a difficulty selector to adjust the fade out time along with other gameplay elements?
I like how the camera panning prevents you from just putting the mouse cursor in the middle of the screen, so you're forced to actually aim. Is that on purpose or a happy accident? My only criticism is that there should be auto-fire. I'm playing on a laptop trackpad without mouse buttons and it's difficult to tap on it to fire every shot. If auto-fire makes it too easy, maybe have it fire more slowly than repeatedly pressing the mouse button?
Very good game. I hope to see the other bosses implented.
I found the game to be very engaging. The idea is excellent, and if you continue at this pace, you'll surely establish yourself as a professional
Cool game, GG!