Very creative idea! I did way better in the second play through when I learned how to exploit the system.
I think the game might be great to start off with a dummy for you to do the swapping as a tutorial before sending you off for the battle
Great concept that can easily turn into a fast paced roguelike with a constant stream of bombarding information.
Just some thoughts if it were to be developed further.
As the time goes, the effects can become more and more complex, like the ones with trade offs.
I think every once in a while, e.g. after a boss fight, the game can pause for a while for the player to reflect upon their own synergy and see how far they have gone.
Nice and well polished game!
While the metal ones can absorb the meteors like crazy, I like level 5 for the fact that it flipped my head around that the bunnies can die of fall damage just when I felt this is easy.
The solution to the last one is kinda unexpected. While it's an interesting use, a bit introduction to similar concept beforehand in a simpler environment would be great.
I like the indicator. It clearly tells what to expect for player to strategize around. It would be great if the level designer can tune the length, since in the crane level, the contact point was not visible.
I think one great improvement would be to save the player's layout upon each defeat. This would allow players to iterate their mistakes more easily, and make experimentations more accessible.
Other quality of life changer would be to have hot keys to the items, it makes selection quicker and easier. Same for allowing faster prototyping.
All in all, very impressive for the short time frame we have :)
Nice and well polished game!
While the metal ones can absorb the meteors like crazy, I like level 5 for the fact that it flipped my head around that the bunnies can die of fall damage just when I felt this is easy.
The solution to the last one is kinda unexpected. While it's an interesting use, a bit introduction to similar concept beforehand in a simpler environment would be great.
I like the indicator. It clearly tells what to expect for player to strategize around. It would be great if the level designer can tune the length, since in the crane level, the contact point was not visible.
I think one great improvement would be to save the player's layout upon each defeat. This would allow players to iterate their mistakes more easily, and make experimentations more accessible.
Other quality of life changer would be to have hot keys to the items, it makes selection quicker and easier. Same for allowing faster prototyping.
All in all, very impressive for the short time frame we have :)
Thanks for pointing that out! It must be the problem about my work flow. I made the characters with piskel, it's nice for animation, but not as good at building a scene of things and compare their size, the biggest problem is that I did not pay attention to the object sizes in my prototype, which leads to the different scaling of sprites.
Thanks a lot for the advice! I'm glad you enjoyed my game.
Thank you very much!
I implemented enemy projectiles so that it can compensate for the rising enemy numbers. Originally, I was hoping to create scenarios that you throw those projectiles away from the ship, however, with the current ship behavior, its very hard to dodge bullets. A lot could be improved.
I'm glad that you had a nice time playing my game.
Super cool game! You really starts to cut corners as you try to get good on the game.
I think that the sensors are very well designed, that the easiest to use one : "all sensors" is effective but takes a hell lot of energy.
I hope other things like reloading could be done this way too, so that the game can ease the player in one step at a time. Maybe giving player strong generators that could handle all auto sensors working and gradually take away the energy supply so that player can take their time getting familiar with the functions and start cutting corners.
once they understand the game, even camera can be cut lol. I hope this can be expanded and go as wild as being able to cut everything in the game if needed.
A nice concept to force player changing the control schemes to adapt to the situation.
Overall, the graphics are super gorgeous, i love the little robot and the bones in the controller.
Here are several suggestions :
It is an action based game, so I think the movement is very crucial to the game feel. There are several things that can be done. First is to make the dashing snappier, a good example may be how fast a character flies in cuphead. Another thing that happens to me is that i often miss ledges, well probably mainly due to my potato level laptop, but an additional help like the "coyote time" will certainly make it smoother. Secondly, players are like dogs waiting to get a walk in the park, they can't wait to get into the actions. The player projectiles can be set faster, at least faster than player movement, and could use more "hits" on contact with enemy to make it feel more powerful.
The color codes on controller reads very nice. I always know what i am selecting even it is bitten off by the demon. But I think that you could find some ways to shorten the time needed to swap controls, since it may slow down the flow of an action game. For example in may key-binding settings, you click on a button and press the key you want to assign to, or automatically select the nearest button/slot for you to make it easier to swap buttons. If the swapping is very smooth, I think that the timer can really heighten up the challenge and fun to speed run through the levels while fixing your character on the road.