I cannot remember the last time I played a evade-only game and this was actually pretty good so thank you! It is a bit buggy though - I got stuck on walls a few times and the teleported/well didn't work once.
Once I realized that all the enemies had the same pattern of sleeping followed by two bursts, I was able to get through pretty easily. But before that point, I was getting frustrated by the almost complete lack of visual/audible hint that an enemy was about to send out a burst. I'd be floating by it and then immediately get hit with no opportunity to react.
Since learning the pattern is the central element to the game, multiple levels could naturally involve enemies with different behaviors and patterns to learn, and also the combination of two or more enemy types whose behaviors interact in curious ways. Make the player have to think about how to adapt to increasingly intricate patterns.
A couple minor glitches were encountered; got stuck on walls sometimes, as was mentioned by someone already. Also once got in a state where I couldn't go through a portal. But after dying, everything was working properly again.
Couldn't tell what the alarm sound was meant to indicate. It would sometimes play when I got hit, but not always. It would also sometimes play when I clearly did not get hit.
The game was really fun. It got quite intense and hectic in the later levels. The sound effects might have been a bit two overpowering and a little confusing. The level design was really well done though.
Thank you all for the feedback! I really appreciate it!
In case you're curious how the sound was supposed to work:
When the crab is awake and you're inside its area circle of vision (radius is about 50 px I think), it tries to do mind confusion tricks (that's why the sound is played and the screen shake starts). In first version it lowered the health, but then I removed health modifications and kept the sound and screenshake, so the bullet evasion is more difficult when the player inside the crab's area of influence.
There was more ideas on this feature, but I had to cut down almost 70-80% of the planned features as my progress were too slow.
So it seems like I need to work on how to give good feedback to the player for actions taken.
Nice little game you have here. The sound effect were a little loud but other than that it was solid gameplay. It got hectic very quick which I think helped it in it's favor. Overall very nice!
Comments21
The program can't start because api-ms-win-crt-runtime-l1-1-0.dll is missing from your computer. Try reinstalling the program to fix this problem.
I hope you get it fixed, the game looks rather cute.
I'm uploading fixed packages (with proper dlls), but as a fast fix:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
Since learning the pattern is the central element to the game, multiple levels could naturally involve enemies with different behaviors and patterns to learn, and also the combination of two or more enemy types whose behaviors interact in curious ways. Make the player have to think about how to adapt to increasingly intricate patterns.
A couple minor glitches were encountered; got stuck on walls sometimes, as was mentioned by someone already. Also once got in a state where I couldn't go through a portal. But after dying, everything was working properly again.
Couldn't tell what the alarm sound was meant to indicate. It would sometimes play when I got hit, but not always. It would also sometimes play when I clearly did not get hit.
But overall you did a great job!
In case you're curious how the sound was supposed to work:
When the crab is awake and you're inside its area circle of vision (radius is about 50 px I think), it tries to do mind confusion tricks (that's why the sound is played and the screen shake starts). In first version it lowered the health, but then I removed health modifications and kept the sound and screenshake, so the bullet evasion is more difficult when the player inside the crab's area of influence.
There was more ideas on this feature, but I had to cut down almost 70-80% of the planned features as my progress were too slow.
So it seems like I need to work on how to give good feedback to the player for actions taken.