Is it normal to have the drops sometimes end up getting stuck in the architecture and then keep rebounding inside a shape repeatedly? I've had that happen to me twice now.
This was definitely a fun hack n' slash game with smooth intuitive controls and entertaining gameplay. It's a bit too easy to max out all 4 skill trees and then have nothing to do with your xp though. I was able to max out 3 on 1 Hard playthrough and get 3/4 of the way through maxing the 4th. The xp I was receiving for most of my Insane playthrough was pretty useless, and at the end, I had over 30k xp just sitting there.
It'd be great if there was a blurb of explanation about what the other skill trees do and how they work when you change paths at the tent, not just in the tutorial area. For example, if you pick Power in the tutorial area and then decide to switch to Finesse later, you don't get an explanation of how exactly the Finesse skill works.
Bug-wise, I had a lot of freezes during my Insane playthrough of level 5, and I had to refresh well over a dozen times, which became very frustrating, almost to the point of ragequit.
This is hilarious but for the love of god, fix the movement controls. If you have to -physically tilt your keyboard- in order for movement to feel intuitive, there's something really wrong.
A very fun and enjoyable shooter. I still get short lag spikes sometimes though even though my storage is set to unlimited. Good soundtrack and graphics. Haven't unlocked a mode outside of Survival yet, but still having fun. 4/5
I've only played Gauntlet mode so far, but I like this game a lot. One thing though is that for me, it starts slowing down a lot in Gauntlet mode near the end. From about wave 28 on, the game gets progressively laggier. This happened to me all 3 times I played the mode and with different characters.
Great game! I love the art style. I like the loose physics as well. It's sort of like playing a Line Rider platformer. I agree that more enemy variety and level complexity would be nice.
One thing that's kind of minor but would be really nice is making the things that the projectile shooting enemies shoot disappear after a certain amount of time. As they are now, you can follow them for a really long time, and they don't disappear. If you're heading in the direction they're going with any amount of speed, you have to worry about dodging them.
Great initial concept, but I really wish there was more to it. Nice art style, and I really like the method of upgrading/downgrading. I agree that it would be helpful to have some sort of graph to see when you're close to upgrading.
My main complaints are that the game felt very short, the upgrading ended too soon, and it just didn't feel challenging enough. I'd love to see a new version with more upgrades in it an added levels/enemies. Despite the sheer number of enemies, the enemy variation was fairly small.
Something to think about in the future would be to add an ability to choose which way your bubble tank upgrades and possibly have different branches. Stuff like "If I choose this way, then I get triple guns with small bullet bubbles, but if I choose this way, I get single shot larger bubbles" etc.