The whole thing seems quite rushed. We get a story crammed in to two text boxes, and the only fight is a really difficult boss. A few smaller enemies at the start would be good to get people used to the controls.
Between the barely-visible player sprite, the pitiful attack range, the bullet hell situation, the boss's incredible movement speed, and the measly three hit points, you've made a game that's virtually impossible.
I understand that you were going for bullet hell, but please try to cut the player a little more slack.
Awesome game. Graphics were horrible for the game, but the game was surprisingly fun. I managed to figure out a technique. You generally want to stay just far enough away that bullets hit him, and stand in the middle shooting as he goes past you.
Ouch, that fight was surprisingly difficult. Maybe the bright green on the first screen had burnt out my retinas? I like the bullet hell style though. I kind of want to know more about the story too, the small amount in there actually seems sort of interesting.
This is a really rough experience and it took me many tries to kill the green monster (my final result was ~7000 frames). Without any sort of acceleration on the player, it is very difficult to make the sort of small movements needed for these types of games. The boss moves very quickly, and without any sort of impact feedback I am always uncertain if my bullets are connecting or if the boss's superior speed allowed it to dodge.
Basically I thought I would add the idea of the boss. I wanted a boss that does not live only on a big health pool.
For this to be possible he need to fully use his movement speed but still move in such a way so that someone seeing the boss for the first time will chase the shadow of the boss and in general have the boss run circles around him while someone who understands how the boss works can beat him in a few seconds.
This make me have to limit the range of your weapon so that you can not beet the boss without having an understanding on how he moves. It also force a more or less 6:1 ratio on bosshp and playerhp to avoid the player being able to simply facetank the boss.
The only randomness in the bossfight is the bullets that appear on the edge of the screen and the by far easiest way to beat the boss is to understand how he moves. The boss is just a tiny bit faster than you he feels much faster because you are moving to the wrong place. If you take the innercurve you are probably even faster than him.
Another important part is that while you are going for doing damage you are taking a risk and moving away from the more or less safespot in the middle.
I did not experience everything being hard to see when I tested it but it is a good point I should have changed the background color to something else.
@Mental Atrophy The fact that the boss could almost outrun bullets is a good point I didn't think of that. It is an unintended extra bit of difficulty.
I am very impressed that you managed to beat the game. I don't see how acceleration would make it easier to control the player though. I thought the feedback of having the bosshp lowers when you hit him was enough but I should have made it more clear.
@Everyone Thanks for your comments I believe in you, you can beat this boss.
Jeez, that's a hectic game. Didn't even come close to beating him, I was way too busy dodging bullets to even get close enough to hit him. I understand why you made the weapon range so short and the boss so fast-moving, but it quickly got frustrating when I couldn't even get one hit on him without dying.
Comments29
But i think the textures were a little too tiny.
I understand that you were going for bullet hell, but please try to cut the player a little more slack.
my guy almost as fast as my bullets, also my range doesn't help my survival
For this to be possible he need to fully use his movement speed but still move in such a way so that someone seeing the boss for the first time will chase the shadow of the boss and in general have the boss run circles around him while someone who understands how the boss works can beat him in a few seconds.
This make me have to limit the range of your weapon so that you can not beet the boss without having an understanding on how he moves. It also force a more or less 6:1 ratio on bosshp and playerhp to avoid the player being able to simply facetank the boss.
The only randomness in the bossfight is the bullets that appear on the edge of the screen and the by far easiest way to beat the boss is to understand how he moves. The boss is just a tiny bit faster than you he feels much faster because you are moving to the wrong place. If you take the innercurve you are probably even faster than him.
Another important part is that while you are going for doing damage you are taking a risk and moving away from the more or less safespot in the middle.
I did not experience everything being hard to see when I tested it but it is a good point I should have changed the background color to something else.
@Mental Atrophy
The fact that the boss could almost outrun bullets is a good point I didn't think of that. It is an unintended extra bit of difficulty.
I am very impressed that you managed to beat the game. I don't see how acceleration would make it easier to control the player though. I thought the feedback of having the bosshp lowers when you hit him was enough but I should have made it more clear.
@Everyone
Thanks for your comments I believe in you, you can beat this boss.
I understand why you made the weapon range so short and the boss so fast-moving, but it quickly got frustrating when I couldn't even get one hit on him without dying.