good concept bad controls
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Controls:
Left Arrow - Move Left
Right Arrow - Move Right
Space - Jump
S - Shield: Protects you from all damage and causes bullets to replenish your health
The shields replenish after every level. Try to reach the endless mode!
Socials:
X/Twitter: @ErrorErratum
good concept bad controls
You know, I wasn't sure what to think about this at first since it seemed rather simplistic in terms of gameplay and presentation, but I'm glad I gave it a try because it's a pretty neat little arcade game! I was impressed at the escalation of difficulty as the game goes on and had a lot of fun trying to dodge the patterns however I could, even using wall-jumps and such, and the game has a neat sense of style and energy to it. Simple but fun!
However, while it is a rather promising game, I didn't stick with it for too long as I found it a bit janky and odd with some of its design decisions. In terms of feedback:
*I feel like the damage feedback is too muted as I could barely tell when I was taking damage. The only way to tell is to see your health bar go red, and that only lasts so long because when you're low on health it stays red all the time. I would very much like if a sound effect played when you took damage and maybe your character reacts by flashing red or blinking or whatever.
*I didn't like how when you're riding a platform, you don't ride along with it naturally, instead needing to keep shuffling to the side to stay on. It's especially frustrating and finicky to stay on the tiny platforms because of this, and my hands quickly got tired from this repetition.
*I felt like the shield was an unnecessary inclusion and hurts the game. The way the levels are built feels like a direct response to trying to work around your inclusion of the shield: the early levels are too easy where you can just stay in one place and use the shield to block everything, while the later levels bombard you with way too many bullets that you're forced into using the shield as it's impossible to dodge otherwise. I would much prefer if the game kept its purity by just having the player dodging the bullets: it's called 'bullet dodger' after all, not 'bullet absorber'!
Thank you for your review!
1) The damage being too muted was a stylistic decision to not bother the player with too much information during the gameplay, but I realize now that with the health bar turning red at low health would be misleading for a player. I was worried that adding noise for every bullet strike would be too annoying for a player.
2) Not being able to ride with the platform seems to be a pretty common critique of this game. I did it because I felt that the player character moving with the platform made the game far too easy, but I can see why people don't like that feature.
3) Interesting view of the shield mechanic - everyone else seems to like the shield. Trying to make the early game reasonably easy and the end game hard was always a challenge, and I did want to make playing the game for a very long time to be very difficult. I felt that shield helped with balancing the game as much as I could while still making the late stages very difficult.
cool game
Thank you for your review! I'm glad you found it cool.
Pretty good game ! However, I have one main gripe ; there's a bug that makes it so that when the border shrinks, it sometimes won't enlarge. This led to the stripes attack filling the entire screen, unavoidably wiping out my entire shield and most of my health bar.
Despite this, I like the shield mechanic a lot !
Thank you for the review. About that bug: A lot of people had commented on it and I'm honestly annoyed that it made it through to the final release. I thought I had gotten rid of that issue but it keeps cropping up every once in a while.
I'm glad you liked the shield mechanic. I wanted the game to be as hard as a regular bullet hell game but I didn't want to make it too unfriendly to beginners.
this blows (in a good way)
whats REALLY missing are some sort of indicators where the next platforms will show up, because rn they just pop out of nowhere and the player has to think of what to do in 2 seconds at most
(its manageable only if you know the layouts, wall jumping part for example)
otherwise cool stuff honestly
Thank you for your review. I kept the platform spawn locations constant with a constant spawn rate, which I felt would give the player enough consistency to be able to predict where the platforms will next be.