The patterns feel rather jerky for a pure reaction based game, more specifically the revolving bar of doom. Using a mouse, the difficulty is just at my range. Using a graphics tablet, however, the game became surprisingly simple. Unfortunately I can tell how long this took to make by the occasional hit box errors 30 seconds in. In a future tittle you might want to work on that.
For what it is, it was mildly entertaining and a decent exercise to get used to using a graphics tablet.
After seeing all the positive reviews, I almost feel bad about posting this cynical review.
It's not terrible, but playing it feels overly generic. You have a typical couple separated by a typical monster/bully/alien and have a lad fight tons of similar looking enemies that receive HP buffs from world to world. Most of what I dislike comes from relatively minor details, but said details quickly add up to create an unpleasant experience.
There are some good elements. The backgrounds are pleasant to look at and the don't distract from game play. The soundtrack is upbeat and peppy, though it gets annoying after a while. The player character becomes extremely responsive after an upgrade of two, though it deteriorates as the level advances. I also enjoyed the little changes to my dragon as I purchased new upgrades.
At first, I thought the coins were bullets, so I actively evaded them. It wasn't until the first level ended and I saw the gold tally that I realized my mistake. Some indicator, like a brief arrow pointing at the gold labeling it would have been helpful.
Instead of receiving higher grades for killing all the enemies quickly or not getting hit, it comes down to collecting power-ups, which mostly requires having just enough upgrades to clear the enemies blocking the stars, but not too much so that bosses don't die instantly. Sometimes I have to grind, not due to the level's difficulty, but because there are 12 tanks of enemies that require 30 shots EACH to take down. Some balancing is defiantly required, because most players loathe doing it themselves.
I already HATE laser enemies, but their ridiculously subtle to nonexistent tells make the ones in this game unbearable. The first one changes from red to a deep shade of pink. If I were color-blind, I wouldn't be able to see the difference. Then the foe turns white when being fired upon, making it impossible to see its attack coming.
The first boss, as far as I can tell, has no warning for it's laser aside from the dialogue in the beginning. Some hint, ANY hint, like a glowing effect, would be greatly appreciated.
In the end, I find this game mediocre at best. However, I do see some potential. I noticed some interference in the music and dialogue, but seeing that you used what you had, I won't hold it against you. You have some skill that will hopefully transfer into your next project.
Hello thanks for the feedback its a long text haha, dont worry i will keep in mind all you say.Thanks for play the game
Yes, half a star, and that's out of pity.
It appears you made this while depressed. This game, even before the revile that the first part was a dream, was depressing. I felt like I had to force myself to stay awake while playing it. I didn't make it very far with my already short attention span being picked away by stock images and clips, ear grating soundtracks, and mediocre dialogue that might be better in a 2 star novel. Heck, since most of this game is reading, why not make it into a novel. At least it might get better love than the game.
Sorry I don't read reviews under 4 stars.
It's a pretty entertaining piece. I'd give it another half a star if the gun didn't stop firing if I accidentally let go of the mouse button. Heck, this may be one of the best experimental game's I've ever played.
I guess it's a good concept. Quickly gets tedious, though.
As a fan of both Madness and Thing Thing, I came here expecting some mash-up beat-em-up game where you can pick a side and fight the other. Since the styles are pretty similar, it could have worked. Instead I get this disappointment.
This is supposed to be a game? It isn't even a demo. This stuff could easily been posted on a forum page of your own. But then again, it does have mediocre grammar, moderate bias and less than accurate info.
The thing that does impress me, however, is the fact this submission survived with a one star rating.
It's a pretty decent and hilarious troll. It's only after some research that I figured out how to not die:
Apparently, in order to have humans stand a chance, all Danmaku battles are NON-LETHAL. So by taking that route, you still lose, but at least you don't die.
It has potential. perhaps more worlds, a wider variety of enemies and a decent boss fights might turn this into a great retro game.
Thanks! This was made in 48 hours for Ludum dare but I'm hoping to do just that with a future version.
Slow ship, high hp, super op power ups, enemies that dodge like they're in the matrix. Heck, just add better firepower and minions and you've got yourself a reverse bullet hell. Also, too much grinding required to get anything good.
This game is more grindy than difficult. It quickly gets annoying having to start with minimal ammo and relying mostly on luck to get through each round. Many upgrades do seemingly nothing to help. In addition of upgrading length of furry, make it so you could also upgrade how quickly you get furious. And what's the point of having mouse controls to aim when only 2 directions are available? Using the 'a' and 'd' key or even arrow keys could do the same thing. Then there the fact the riffle is burst fire, would I'd have nothing against IF THEY ACTUALLY HIT ANYTHING! Random damage is not fun, bro. It just makes it even more based on luck.
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