Well, no diagonal movement is kind of a downer but I guess that's more to do with Stencyl.
The sprites are kinda cute.
Is the idea that the player-ship in the intro has body-snatched your boss form, and you're trying to reclaim it? Interesting - could benefit from elaboration.
This is not that hard, I beat the boss on my second try. The week spot was pretty obvious to me (but I knew there was a weak spot so, it could have helped). In the end, the boss fight isn't very original, since it just looks like a regular shmup boss fight. I found the "Don't shoot your own fleet" idea more interesting and hoped it lasts longer (with more content of course).
Anyway, this is a pretty nice little game, and I really love the graphics! Very pure!
I liked the whole reverse-identity-theft going on there. Who is the real enemy there? Well, It was beyond my skill level to beat the boss (although I almost killed him!) but I had fun trying. Is a bit of a short-lived adventure though. Cool entry; simple but polished. I like your style. Kudos!
Definitely the kind of thing we've come to expect from an Azure Nimbus game! Fantastic. I love how well the health bar bounce-off worked so that it also shrank as you went, making it harder to get a good shot for the ricochet. You're really good at making these wacky, yet clean sort of games, and I admire you for it. Good-bad breakdown:
-No diagonal movement -A bit all over the place +Quirky Concept +Great Aesthetics
It kinda just felt like a normal shooter to me. The backstory fits the theme, but it doesn't really change the way the game feels. I wasn't particularly good at the game, it felt very constrained and dodging was tough. I guess I need to brush up on my shmup skillz.
Oooh, very interesting concept. I loved the idea that you were somehow playing a reverse SHMUP, although I guess gameplay wise this could've been explored a bit more. I really liked the simplicity and style of the graphics, it fit well with atmosphere :3 It took me quite some time figuring out how to defeat the end boss/yourself. Which turned out to be really weird indeed :P I really liked the music as well. It was very serene and calm which fit the mood like the graphics did :)
I like the difficulty, their being hexagonal makes it possible to slip behind them. Didn't even think about moving forward until the boss (me) came out. Nice graphics and fun.
A few too many enemies and dying when you hit one made me unable to even reach the boss I'm reading about in the comments - make it a little easier next time :P I liked the clean graphics, and the concept is pretty interesting. But oh so hard D: :D
Well this was interesting, wish the being a villain part was explored more in the gameplay though. The bossfight was clever, took me a moment to figure out the trick.
A pacifist shmup. I love doing pacifist runs of touhou and other bullet hell games so this is something that felt "made for my tastes." I liked the idea behind the "intro" before the main part of the game though I wish it didn't take as long for the "player" that you attack to show up. The sound effect after you become the player caused my ears to ring. I love the concept though and the graphics were simple and cute. Excellent job!
The things I like best about this entry are: 1) the art. It's simple and yet goes a really long way, imbuing abstract shapes with character (e.g. on the evil boss, is *that* a wicked grin? Are *those* devilish horns?). 2) the story. Most entries portray the nature of villainy in a straightforward manner. This was more ambiguous, and the ending (a consequence of the paradox of killing yourself?) made me wonder about the villain's motivation if he chose to engage the older version of his self (was he always evil?). And if not - if it was just an elaborate way of killing the villain - both actions (kill or be killed) had the same consequence, so why prefer one over the other? Was there a moral argument for it, or just the thrill of battle? Anyway, I don't know how much you intended the audience to read into it. I just though it would be interesting to explore further, how the player might have to act if he/she encountered the evil boss's enemies, or other beings of a more complicated alignment like grudgingly respectful adversaries...
Gameplay and the graphics were nice. The boss was quite hard, but that's a good thing, bullet patterns were nicely thought out. However, I can't say I liked the sound effects on this one, I had to lower the volume to concentrate on the game. Good entry.
Bit all over the place like a few folks have said, the game felt a bit unfinished and the metaphor at the end didn't really seem to gel for me, but I did dig the concept of flipping the field around. Controls were stiff, but unsure if that's a Stencyl thing or not sadly.
Nice take :) it reminded me of Touhou, although slower-paced.
It did take me about 10 tries to beat the boss, even after reading the comments and knowing there was a weak spot. In retrospect it was pretty obvious!
I really liked the simple graphics and there were lots of effects/feedback, which is good as it makes the game seem responsive!
Interesting idea but for games like this precise movement is critical and every time I tap a direction I float about 24px. Didn't get what the weak spot was but I damaged my other self anyway by luck.
Good concept but ends up being very luck-based in execution. How far I got in the level was very closely related to how graceful the random enemy placement was.
Love the concept. However, I did have a couple of issues: - The avoidance section often got me in an impossible situation, maybe this could be solved by spawning the ships in a grid with a navigable path? - The boss battle got ridiculously hard because the game was lagging so much. - Not being able to move diagonally was also a bit awkward.
But yeah, I'd like to see this fleshed-out into a full game! Possibly with a less gimmicky boss battle. :P
Interesting, if not hard, concept. It took a while to load and I wasn't sure what happened before the menu popped up telling me to press X. However overall a decent game considering the time restraints.
Nice! Interesting concept and very nicely executed. The game feels very complete, even though a little short. Took me a couple of tries but I eventually beat it.
But controls were the worst worst: -I found hard to avoid ships with movement limited to one axis at time. -I miss an autoshoot feature (I made the same mistake in LD#22) which could have lowered boss difficulty. Am I the only one that didn't find the "weak spot"?
I love the simple graphics and the idea of swapping roles on a shmup.
The boss fight is hard even if you find the weak spot. I didn't have enough precision with my keyboard to avoid the circular shoots. Beat it in the end, though! Liked the ending effects :-)
As I didn't read the description or comments(spoilers) it took a me a while to understand how to defeat yourself. Interesting idea. I have a similar idea when I knew the theme, so it is great to see it. Please add diagonal movements, a smaller hitbox (like bullet hell shmups) and more content and could be a great game. Loved the retro style. Congrats
The sprites are kinda cute.
Is the idea that the player-ship in the intro has body-snatched your boss form, and you're trying to reclaim it? Interesting - could benefit from elaboration.