I like the music, and I really lke the idea of having the enemies and bullets be physics objects. I also really like how the mouse cursor is invisible and instead you get a gun that shows you where youâre aiming (though Iâm not sure why the main character sprite is also holding a gun).
I kinda wish dying just resetted the current level, though (without resetting the timer, of course). :/
Also, itâs easy to get stuck in a wall while dashing. Itâd be nice if the player continued moving until it no longer collided with the wall before the dash was complete.
Hey, I just played through the game and I enjoyed it. I do have some feedback though.
First of all, can I just say how ingenious it was to have the bullets and enemies be physics objects? It's so fun to have them as physics objects, it enhances the experience 10 fold imo. The sound effects were good, but I want to especially point out the sound effect for the dash ability. The choice to have it be a sort of ratcheting noise is a bit unconventional, but it really works and it's just so auditorily satisfying. Speaking of the dash ability, I think it's mechanically unique. The dash ability doubling as a phase-through-walls ability adds a bit of spice to gameplay in a way that I find interesting. The fact that you can use the dash ability to dash fast through walls and also fire at enemies through walls is a two-in-one that levels up this dash in my mind above the more generic dashes in other games of it's ilk.
The physics objects and the dash ability actually synchronized together in my playthrough in a pretty fun way. I built up a good amount of bullets firing at a wall, the bullets bouncing to and fro the wall in front and behind me. I then used my dash ability, making the walls incorporeal, freeing my bullets from their cage and releasing them all toward an enemy, almost acting like a shotgun. This was pretty fun to do.
I do have some critiques though. The major one being how death is handled. I get the temptation to have the game close down when you die but, speaking as a fellow game developer, on the players end it ends up being so infuriating. Having to go and open the application or refresh the page might seem like not such a big deal, but after like the 3rd time it sure does feel like it. Another critique that makes this worse is how damage to the player is handled. There's no indication that the player takes damage unless you look at the players health meter, which is not were your eyes naturally drift to, so you have to dart your eyes back and forth if you want to check if you actually got hit or not, which can get irritating. I also don't know if there are invincibility frames (if there are invincibility frames, they're practically non-existent), so you can die really quick if your stuck with an enemy, which feels real unfair. I actually got a headache from having to refresh the page over and over and contemplated quitting, which isn't fun.
That said, even after that, I'm glad I stuck to it and finished the game cause I do find it actually fun. The lows are pretty low, like headache low, but what you got here is genuinely unique and compelling. I can not stress enough that the physics and dash ability are totes cool and I hope I get to see those mechanics in the future, hopefully in a game that doesn't close down when you die.
Hey, thanks for the suggestions. For some reason, I didnât just make it so when u did it takes u to the end screen and instead I just close the game, I didnât know what I was thinking lol! Iâll make it so it doesnât close anymore, and that there is a death animation on the screen whenever you get hit! Also, with the invincibility blocks, theyâre just random box colliders that are buggy lol, so I have to fix that. But anyways, thanks for the suggestions and Iâll be sure to work on them later today. Thanks for the music!
I didnât even realize there was a health meter, lol. I thought youâd die after a single hit, meaning I was hit multiple times without even realizing.
â Return to game
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I like the music, and I really lke the idea of having the enemies and bullets be physics objects. I also really like how the mouse cursor is invisible and instead you get a gun that shows you where youâre aiming (though Iâm not sure why the main character sprite is also holding a gun).
I kinda wish dying just resetted the current level, though (without resetting the timer, of course). :/
Also, itâs easy to get stuck in a wall while dashing. Itâd be nice if the player continued moving until it no longer collided with the wall before the dash was complete.
Hey, I just played through the game and I enjoyed it. I do have some feedback though.
First of all, can I just say how ingenious it was to have the bullets and enemies be physics objects? It's so fun to have them as physics objects, it enhances the experience 10 fold imo. The sound effects were good, but I want to especially point out the sound effect for the dash ability. The choice to have it be a sort of ratcheting noise is a bit unconventional, but it really works and it's just so auditorily satisfying. Speaking of the dash ability, I think it's mechanically unique. The dash ability doubling as a phase-through-walls ability adds a bit of spice to gameplay in a way that I find interesting. The fact that you can use the dash ability to dash fast through walls and also fire at enemies through walls is a two-in-one that levels up this dash in my mind above the more generic dashes in other games of it's ilk.
The physics objects and the dash ability actually synchronized together in my playthrough in a pretty fun way. I built up a good amount of bullets firing at a wall, the bullets bouncing to and fro the wall in front and behind me. I then used my dash ability, making the walls incorporeal, freeing my bullets from their cage and releasing them all toward an enemy, almost acting like a shotgun. This was pretty fun to do.
I do have some critiques though. The major one being how death is handled. I get the temptation to have the game close down when you die but, speaking as a fellow game developer, on the players end it ends up being so infuriating. Having to go and open the application or refresh the page might seem like not such a big deal, but after like the 3rd time it sure does feel like it. Another critique that makes this worse is how damage to the player is handled. There's no indication that the player takes damage unless you look at the players health meter, which is not were your eyes naturally drift to, so you have to dart your eyes back and forth if you want to check if you actually got hit or not, which can get irritating. I also don't know if there are invincibility frames (if there are invincibility frames, they're practically non-existent), so you can die really quick if your stuck with an enemy, which feels real unfair. I actually got a headache from having to refresh the page over and over and contemplated quitting, which isn't fun.
That said, even after that, I'm glad I stuck to it and finished the game cause I do find it actually fun. The lows are pretty low, like headache low, but what you got here is genuinely unique and compelling. I can not stress enough that the physics and dash ability are totes cool and I hope I get to see those mechanics in the future, hopefully in a game that doesn't close down when you die.
Here's my score:
Hey, thanks for the suggestions. For some reason, I didnât just make it so when u did it takes u to the end screen and instead I just close the game, I didnât know what I was thinking lol! Iâll make it so it doesnât close anymore, and that there is a death animation on the screen whenever you get hit! Also, with the invincibility blocks, theyâre just random box colliders that are buggy lol, so I have to fix that. But anyways, thanks for the suggestions and Iâll be sure to work on them later today. Thanks for the music!
I didnât even realize there was a health meter, lol. I thought youâd die after a single hit, meaning I was hit multiple times without even realizing.
lol
Badass! So much fun!
Thanks!