M.Knight wrote:Gave it a quick run, here's whatI have to say :
-Nice choice of music. It works rather well with the atmosphere you were going for
-Was the game made for mobile? The mouse control and the shot's auto-aim seem like they are made for a mobile phone. The auto-aim makes it possible to move behind the boss at times to dodge while still hitting it, but otherwise, I am not too sure you wave anything to lose by going with a classic Direction keys + Shot setup if it's not a mobile game.
-The dialogue can be a pace killer given how it appears here and there in the middle of the fight. Why not have an option to toggle it?
-The game has a regenerating health system that is super lenient and also has weird decimal values. However, the last phase is a big difficulty spike and I died in like 2 seconds even though I had 5.0 HP which IIRC is more than the starting health level. Having to play the entire boss fight just to get insta-killed at the end is quite the frustration because the rest of the fight is only moderatly challenging thanks to the regenerating health.
Anyway, for a first game project, it's definitely not bad at all. It does feature some deviations from the regular arcade shmup norms with the healthbar and the mouse control, and I am not really sure it uses those differences in a truly meaningful way that would fully justify their implementation.
Thank you very much for your reply! That makes me happy that you enjoyed it!
The game isn't designed for mobile, no. I just thought it would be easier to control so you could focus entirely on dodging bullets. In hindsight, the autoaim does make it a bit too easy.
As for the health going over 5, that's most definitely a bug that I haven't noticed before. I'll try to fix it at some point.
As for the difficulty spike at the end... Yeah, that was probably a bad idea. The more you go through it though the easier it does tend to be to understand, but if I ever get around to it I'll see if I can rework it a bit.
Again, thank you for your review! This is actually the first I've gotten, and it's definitely helped. Like I said, I'll try to fix the issues you brought up (Aside from the mouse controls, as I tried to build the game around that style of movement), but right now I'm currently working on a new project which is a more conventional style of shmup aside from being a twin stick shooter.