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Dudex

7
Posts
4
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A member registered Nov 11, 2015

Recent community posts

Nice job on the update! Here's my feedback.

- While I can appreciate the added freedom and more straight forward nature of the gun sequencer it takes up a lot of space on the screen. Maybe being able to either hide the gun sequencer and/or only show the gun sequencer in-between waves would be better?

- The feedback on the blobs is really nice.

- I don't take damage? I'm not sure if this is intentional or not because you said the game is in a sandboxy mode right now.

- Showing a timer or being able to manually start the next wave instead of it spontaneously appearing would be appreciated.

- Bullet trails points towards the player's current position rather than the spot where it was shot from.


I'm not sure if you know these things but I'll say them just incase you don't realize them. If you already understand and recognize these then just ignore this part.

- Gaining more space on the gun sequencer isn't necessarily a benefit for the player. Having less spaces on the sequencer makes it's far easier to have rapid streams of bullets without stopping.

- The invincibility frames on the blobs indirectly nerf the multi-shot guns. Since the blobs go into invincibility after a single bullet you can't hit the same blob again with the other bullets of a multi-shot since they've already passed through the blob by the time the invincibility is over. Personally I like being able to shotgun a single enemy.

(1 edit)

I played a little bit more and I thought I'd share my gameplay recordings if you're interested.

At the end of this run a glitch happened where I became invinsible and was unable to move aside from using the 6-die. The glitch starts a little after 5:18.

This is just normal gameplay.

I really love what you made here! The base concept is really fun, hearing your gun shoot to the beat and figuring out what the best strategy is for avoiding the enemies, it's all very satisfying to me. I also think it's such a cool idea that you slow down walking while shooting so it's more incentivised to only hold shoot when you're shooting so you end up tapping to the rhythm of the dice you layed out for yourself. My only real gripe about this game is that every time I played I'd die to enemies being randomly spawned on top of me. I'd love to see this idea expanded with more enemy variety and some indicator for spawning enemies!

You guys did a great job with the presentation of the game. The PS1/Spyro aestheticis spot on!

This is fun! It seems that when you press space to dive you also move. I got to a distance of 10001 if anyone wants to try to beat that.

I had a good time! Once I understood how the AI worked I enjoyed formulating plans on where I should be and where I should manipulate AI to be.

This was very pleasant.