Fight The hoards of enemy Androids who have an unquenchable thirst for Power. Be careful though, every moment you live and every shot you take requires power, and the only way to get more is by ending them.
For those of you who liked the music and would like some for your game the guy who did it for us Alex Storey asked me to put his E-mail here so you can contact him: [email protected]
As for the actual game, it's way too hard for me. I'm not a frequent player of bullet hells, but I do think the player sprite needs to be much smaller to represent the actual hitbox. And the second wave is just too much.
The concept is cool, it just needs a bit of tuning.
I always suggest turning off the donation option for LD games, very unlikely to get donations and it could turn away people that don't see the "No thanks" option.
The art is neat and the music is good. I think the level design escalates a little quickly since after the first two enemies it basically becomes a wall of death. The character's hit box is also hard to know since it isn't the fully body.
@spice135 , I'm going to be making some improvements to the game as i get feed back and i was just wondering what in particular wasn't being presented to you well? any thoughts you have on how i could make it more enjoyable for you would be appreciated.
That was a fun bullet-hell! Hard as hell, but fun!! I think it would be a little better to give the player a window to get through the bullets. Or provide a little time to recover. As it was, it was very difficult to get past the second and third waves. Great concept, great visuals, good music, it was a lot of fun to play, just difficult :)
The first wave was pretty good, had some challenge to it, but wasn't too bad. The second wave, I got instantly killed about 3 times before I just stopped. The difficulty on this is just way too high. I don't really see anywhere during that second wave where I could move and not get hit, not to mention actually kill the enemies. Also, the power pickups were moving fast enough that if I missed one, it would just go zooming off the screen and I couldn't catch it, which feels pretty bad when the only way to survive longer is to pick those energy drops up.
I guess I would say that the player model needs to be smaller and make it more obvious on how to avoid the bullets, and the number of bullets, especially on the 2nd wave, need to be toned down considerably. Also the power pickups should be slowed down a little so that the player can back track to pick them up if they miss it.
So the main bad point for the game is that the second wave is impossible to ebat. So you gotta fix that man. But other than that, the game runs alright, it has a simple idea that goes with the theme and the graphics are quite pleasing. So good job man.
One thing you could also improve is the feedback of hitting an enemy, a little explosion or something, it was just a tiny sound effect.
Just wanted to note that i will soon be uploading a post jam version of the game taking into consideration a lot of the feedback here. mainly that wave too is much two hard for anyone who didn't code it and play it 50,000 times in a row.
Great looking game. Is there a reason that shooting needs to be on a mouse button? It makes the game difficult to play on a laptop.I thought the collisions were OK - difficult, but OK. Music is good too.
Solid bullet hell game. It's hard to tell where the character's hitbox is; I think what I've seen in other games in this genre is that the hitbox has a distinctive circle or something on the art to make that clearer.
Wow, that gets hard in a hurry. The first wave was manageable, but the second wave overwhelmed me pretty quickly! I love a good shmup though, and you put together some nice graphics and music. Good entry -- thanks for sharing!
That was really hard! Mainly my surprise was that the collect-area of the power-up was smaller than the character sprite. I would indeed expect the opposite. The collision area for enemy shots was nicely small though, so please keep that. I finally managed to survive the two initial enemies, but what came next was just like "nope, that's not happening." So what others have said, the difficulty ramp up needs some love.
Hey! This game has potential to be better. There are a few things taking away from the fun: - The player character must be smaller. I'm not sure how I'm supposed to dodge the bullets when there's hardly space for the big lunky sprite to move about.
- You need to have feedback for impact. Either make the enemies flash, or have an impact sprite for your bullets.
- Adjust the pacing/diffculty. The second wave bumped up the difficulty too much for me to handle!
As someone who also made a game called Power Struggle, I feel compelled to review this game.
It's a fun bullet hell, and collecting the green bits is pretty rewarding. The only issue is that it's hard to do that and keep track of all the bullets. If you had a short period of invincibility, it would be more manageable.
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As for the actual game, it's way too hard for me. I'm not a frequent player of bullet hells, but I do think the player sprite needs to be much smaller to represent the actual hitbox. And the second wave is just too much.
The concept is cool, it just needs a bit of tuning.
The art is neat and the music is good. I think the level design escalates a little quickly since after the first two enemies it basically becomes a wall of death. The character's hit box is also hard to know since it isn't the fully body.
Still fun to play and see how far you can get.
I guess I would say that the player model needs to be smaller and make it more obvious on how to avoid the bullets, and the number of bullets, especially on the 2nd wave, need to be toned down considerably. Also the power pickups should be slowed down a little so that the player can back track to pick them up if they miss it.
One thing you could also improve is the feedback of hitting an enemy, a little explosion or something, it was just a tiny sound effect.
- The player character must be smaller. I'm not sure how I'm supposed to dodge the bullets when there's hardly space for the big lunky sprite to move about.
- You need to have feedback for impact. Either make the enemies flash, or have an impact sprite for your bullets.
- Adjust the pacing/diffculty. The second wave bumped up the difficulty too much for me to handle!
Cheers!
I would suggest to lower the difficulty a bit, the second wave is a little too difficult already.
It's a fun bullet hell, and collecting the green bits is pretty rewarding. The only issue is that it's hard to do that and keep track of all the bullets. If you had a short period of invincibility, it would be more manageable.
That said, great job!