This was fun! Reminds me of dark souls in that the quickest way to die is to focus too much on attacking, you're better off focusing on dodging and getting your attacks in only when it's safe to do so (I am so bad at dodging.)
Controls feel awkward but maybe in a way that fits the vibe. I am a hapless slow purple blob outmatched by giant alien terrors.
My current strategy is just do put the cursor over the 'third leg' and move the character around to ensure I hit the right limb. Don't know if that's going to work for later bosses, but for now I'm glad it does because I don't think I'd be able to hit a moving target...
Thank you for telling me your strategy, it really helps with knowing what to improve and tweak! Selecting limbs more easily will be something I'm adding in the next update, you'll be able to switch between each one instead of free crosshair movement across the whole screen, and you'll be able to more easily focus on dodging without sacrificing your attack. I appreciate your review!
Love the music! Great variety on the shooting patterns. I would've liked to see possibility of using the mouse for aiming. I was also going to suggest having the part that needs to be shot highlighted, because I had trouble reading the prompts for which part was vulnerable. Then I realized where the text spawned corresponded with which part was vulnerable so that helped a bit.
I think for a bullet hell game like this I'd suggest more responsive movement, instead of the acceleration happening here. But that can be a design decision, it's just what I'm used to from other bullet hale games.
Really cool game! The art is awesome and the boss designs look really good in my opinion. I also liked the music, which was very fitting for this game. I sometimes had difficulties with aiming while moving, but maybe I'm just bad at the game xD
Ha thanks! I liked designing the weird boss guys. The aiming and movement definitely needs a little bit of tweaking to get it just right, but it also just takes some getting used to. Thanks for the feedback!
Cool game! I liked the art style and the boss designs. I also liked the attack patterns and different phases for bosses.
I don't know if it's a design choice but i would prefer if you can hold for attack rather than spamming because it can get tiring if you fight for a while.
Also the crosshair feels unprecise because it's slow and floaty. This makes it tedious to aim at body parts sometimes.
Besides these the game is looking good, good luck in development :)
I added the idea for holding attack down instead of spamming, and I like it better! I'm working on tweaking both player and crosshair movement to make them feel better, and I think lowering the crosshair deceleration time made it feel a little better. Thanks for the feedback!
This is fun! I like the goofy, almost creepy but simplistic art style, and locking future bosses behind a password is really clever! This is likely just a skill issue on my part, but there were times where the characters movement felt a little sluggish. Maybe there could be a way for the player to upgrade their speed, or unlock a dash, or I could just get good lol
Thank you! I thought a password would be best for replayability so you can just remember them and pick up where you left off. I've been working on adjusting the player movement speed and acceleration to something that feels good but stays balanced, so that will most likely change or have upgrades available in the future.
Love the game so far! The challenge of dodging and aiming is really fun and I can't wait to see what's next! One thing that would be helpful is if your character and the bullets were in front of the status bar instead of behind.
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Cool game! I like the multitasking between aiming and dodging.
This was fun! Reminds me of dark souls in that the quickest way to die is to focus too much on attacking, you're better off focusing on dodging and getting your attacks in only when it's safe to do so (I am so bad at dodging.)
Controls feel awkward but maybe in a way that fits the vibe. I am a hapless slow purple blob outmatched by giant alien terrors.
My current strategy is just do put the cursor over the 'third leg' and move the character around to ensure I hit the right limb. Don't know if that's going to work for later bosses, but for now I'm glad it does because I don't think I'd be able to hit a moving target...
Thank you for telling me your strategy, it really helps with knowing what to improve and tweak! Selecting limbs more easily will be something I'm adding in the next update, you'll be able to switch between each one instead of free crosshair movement across the whole screen, and you'll be able to more easily focus on dodging without sacrificing your attack. I appreciate your review!
It's a fun game, I liked it
It was difficult to dodge and aim, but you get used to it and it becomes fun
I liked the boss's attacks and I also liked the music
Good luck with the development!
Thank you, I appreciate it!
Love the music! Great variety on the shooting patterns. I would've liked to see possibility of using the mouse for aiming. I was also going to suggest having the part that needs to be shot highlighted, because I had trouble reading the prompts for which part was vulnerable. Then I realized where the text spawned corresponded with which part was vulnerable so that helped a bit.
I think for a bullet hell game like this I'd suggest more responsive movement, instead of the acceleration happening here. But that can be a design decision, it's just what I'm used to from other bullet hale games.
Great game all around, good job!
Thanks a bunch, movement will be super duper updated in the next update and selecting limbs will be WAY easier. I appreciate the reply and motivation!
Really cool game! The art is awesome and the boss designs look really good in my opinion. I also liked the music, which was very fitting for this game. I sometimes had difficulties with aiming while moving, but maybe I'm just bad at the game xD
Ha thanks! I liked designing the weird boss guys. The aiming and movement definitely needs a little bit of tweaking to get it just right, but it also just takes some getting used to. Thanks for the feedback!
Cool game! I liked the art style and the boss designs. I also liked the attack patterns and different phases for bosses.
I don't know if it's a design choice but i would prefer if you can hold for attack rather than spamming because it can get tiring if you fight for a while.
Also the crosshair feels unprecise because it's slow and floaty. This makes it tedious to aim at body parts sometimes.
Besides these the game is looking good, good luck in development :)
I added the idea for holding attack down instead of spamming, and I like it better! I'm working on tweaking both player and crosshair movement to make them feel better, and I think lowering the crosshair deceleration time made it feel a little better. Thanks for the feedback!
This is fun! I like the goofy, almost creepy but simplistic art style, and locking future bosses behind a password is really clever! This is likely just a skill issue on my part, but there were times where the characters movement felt a little sluggish. Maybe there could be a way for the player to upgrade their speed, or unlock a dash, or I could just get good lol
Thank you! I thought a password would be best for replayability so you can just remember them and pick up where you left off. I've been working on adjusting the player movement speed and acceleration to something that feels good but stays balanced, so that will most likely change or have upgrades available in the future.
Love the game so far! The challenge of dodging and aiming is really fun and I can't wait to see what's next! One thing that would be helpful is if your character and the bullets were in front of the status bar instead of behind.