Very nice art you have here! I find the melee attack is kind of overpowered, and lets you just stand still while dealing damage faster than you take it. The first boss used the dialogue of the last boss for me. Bug?
megamanthegreat
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I can see where you're coming from, it's just the second boss was so aggressive and it was hard to get damage in, so it felt like I was throwing hands with a brick wall. The attack system was also kind of confusing. Was there any point for hitting those rhythm icons? Do your attacks deal more damage?
The art is 5/5, but the game is 2.5/5. The bosses were decent, but lacking any sort of reliable damage drained any potential fun I might get out of this. If the basic attacks did more than a pixel's worth of damage or the super attack wasn't RNG, this would easily be a higher rating. As of right now, this game is more frustrating than fun.
Cool concept, but the execution needs work.
Thanks for the positive feedback!
As for your notes
"E" has been my usual dash key for my games, as well as the grappling hook in Terraria (which I use as a dash).
The musicians I talked to were either taken by another project, or didn't have what I was looking for. (also my own music sucks)
I did have more spin attacks planned, such as SIlverblast having orbiting lasers, and Mikari's projectile being able to roll along the ground, but those were cut for time constraints. The icon for the charge speed increase was originally meant for these two.