Comments

Log in with itch.io to leave a comment.

(1 edit) (+2)

Well done! This is a massive step up from the other games you've made ๐Ÿ˜„ the overall game feel is much better, and the recoil is a genuinely fun little mechanic.

Feel free to ignore the rest of this if you want to leave it at that, but I do have some thoughts about improvements you could make.

  • Click to shoot on a rapid fire gun feels bad. Hold to shoot is much, much better on games like this. I don't know why people keep doing this, I must've commented the same thing a few dozen different games from different developers now ๐Ÿ˜‚ click to shoot is great for precision weapons that you don't fire often, or have burst fire (think the DMR and BR in Halo), but it is painful (as in, causes actual physical pain) to rapid fire click. It's a small accessibilty tweak that can help a ton of people!
  • Speaking of weapons - there's very little feedback when you switch weapons, which does make it take that little bit more brain power to work out which weapon I'm using. That can cause frustration with not being able to move for the split second it takes me to realise that's intentional!
  • The big weapon doesn't really feel... powerful? It does more damage, clearly, yeah, but there's no spectacle...
  • It doesn't really feel like much thought has been put into the bullet patterns, and it doesn't really feel designed as "bullet hell" so I'd drop that from the description tbh. That isn't a criticism! ๐Ÿ˜Š Labels like that just give people certain expectations.
  • The enemies should be there to support your core mechanic, they are there to make it more fun and engaging to use. It does feel a bit like you've just thrown them in without much thought, I'd prefer less content that is more considered! Think about how you want the player to move, what purpose each enemy has, how you want the player to deal with them. Some examples from Polyfury:
    • The square boss has very simple patterns, that teach the core mechanics. One that makes you move quickly (the laser), one that makes you move slowly (the aimed pattern).
    • The pentagon boss has a lot of very graze-able patterns, which helps reinforce the laser charging and extra damage you get from that nice and early.
    • The heptagram boss, which I'm working on now, has a bunch of patterns that make you move TOWARDS the bullets in order to disable tracking, which is a much more aggressive play style, and makes grazing more challenging.

I hope that helps, I'll edit this comment with some more thoughts in the morning but I need to go to bed now ;)