We've received several comments in the past regarding this being too awkward and sudden to feel natural as the tutorial so that's already something in the works!
Great little boss rush. Gets very hectic later on lol.
Love the balance of trying to dodge projectiles, shoot the boss and also clear up the environment.
The boss's phases are really cool and are balanced really well. Love the manner in which you've combined the boss's projectiles for each phase. Last phase feels unbalanced and is where I died the most lol. But either way, it is the last phase so I probably just need more practice on it.
I especially love how getting hit sorta acts like a bomb. Getting hit at the right time seems like a good speedrun strat tbh since you get a lot of good free hits on a boss as well lol.
My only qualm is that the sound effect for the boss shooting was way too high pitched for me lol.
In all the playtesting, players have reported the last phase to definitely be crazy difficult but there was also a general positive feeling satisfaction through it all and they've all reported it being fun regardless.
Hence, despite it being a jam game, I kept the difficult of the last phase as is.
Feels great! The special projectiles causing the arena to be built up is really cool. Also great asthetic. I think the bullet hitboxes could be a tiny bit smaller but that's just a personal preference.
The bullets are intentionally somewhat larger than typical bullet hell games because the gameplay doesn't really cater to high precision playstyle (think Touhou).
Nevertheless, point taken! Maybe if I work on the game further on, I could switch up bullet sizes!
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In the very start of the game if you shoot the starting ship as it spawns it will crash your game
edit: Nevermind, the game just crashes for me when the first enemy appears, thanks to it spawning so many projectiles the game crashes
edit 2: NeverNevermind, apparently that is part of the game, just wanted me to make a bomb
Haha! Indeed that is part of the game's tutorial!
We've received several comments in the past regarding this being too awkward and sudden to feel natural as the tutorial so that's already something in the works!
took me a few refreshes to figure it out, good game btw :)
Thanks my guy! Appreciate it!
nice game
Nice One!
I expected W to move me towards the mouse. maybe that's because it is a ship and I've got some Astroids Trauma.
I liked it!
Great little boss rush. Gets very hectic later on lol.
Love the balance of trying to dodge projectiles, shoot the boss and also clear up the environment.
The boss's phases are really cool and are balanced really well. Love the manner in which you've combined the boss's projectiles for each phase. Last phase feels unbalanced and is where I died the most lol. But either way, it is the last phase so I probably just need more practice on it.
I especially love how getting hit sorta acts like a bomb. Getting hit at the right time seems like a good speedrun strat tbh since you get a lot of good free hits on a boss as well lol.
My only qualm is that the sound effect for the boss shooting was way too high pitched for me lol.
All in all, really great entry here man
In all the playtesting, players have reported the last phase to definitely be crazy difficult but there was also a general positive feeling satisfaction through it all and they've all reported it being fun regardless.
Hence, despite it being a jam game, I kept the difficult of the last phase as is.
Point taken on the other pointers though!
Feels great! The special projectiles causing the arena to be built up is really cool. Also great asthetic. I think the bullet hitboxes could be a tiny bit smaller but that's just a personal preference.
Thanks so much for your feedback!
The bullets are intentionally somewhat larger than typical bullet hell games because the gameplay doesn't really cater to high precision playstyle (think Touhou).
Nevertheless, point taken! Maybe if I work on the game further on, I could switch up bullet sizes!