Deadly Delivery by Rogue Studios 2018-08-14T20:56:08Z
First things first, I'd highly recommend adding arrow key controls.
When analyzing this game it brings back that zero puntuation quote "There were so many bullets I'm not sure if I died from blood loss or suffocation". The idea of making a bullet hell turn based is quite innovative and a great way of working with the theme.
I do have a few issues however. The first is only minor but I think that on the menu the player should be able to use the horizontal directional buttons (A,D or arrow keys) to scroll through the selection. It makes so much more sense and makes navigation of the options easier. I almost didn't realise there were other options and assumed they weren't added or I needed a higher score to view them.
Another nitpick is with the boxes that spawn as obstacles. Having the obstacles be the same sprite as the collectibles is very confusing at first and bad visual design IMO. Even a slight palette swap would have helped.
The gameplay is quite clever in getting you to consider each move but whilst fun at first I personally found it got a bit tedious quite quickly. One reason for this could be lack of pressure. There's no tense music or timer to really push you and the games quite light on any juice so I never got a feeling of success or pressure. Perhaps if you're score was better enthasised and/or the milestones were presented on screen this may help somewhat. You could have a progress bar followed by some kind of rewarding announcement that you unlocked a new skin/area and even though this wouldn't change gameplay, it would make each situation more tense because what you'd lose is clearly presented, and each victory more satisfying.
I think another reason that I quickly lost interest was that there's not much strategy in this strategy game. The gameplay never evolves beyond "dodge these bullets". Whilst I'm not saying that should stop being the case, some variation in the obstacles you face would have made each more more complex and thought provoking as opposed to the same thing over again. Having different places for the boxes to appear might have also helped.
One other idea could be to add a real time turn timer as this would add pressure, though I could see how you may feels this goes against the core gameplay.
Whilst the game is solid and competently made, I feel it doesn't have enough variety to hold interest long enough for it to become at all challenging. The core gameplay is innovative and it would be cool to see it developed further.