Meh, a lot of other people seem to like the "can't fail" aspect. I found it pointless. There was no difficulty at all. Don't get me wrong, it had some novelty to it, but if there is only one path to take, and that path is fairly obvious, what's to keep anyone's attention? Also, no unlockables. Maybe add in different colored puzzle pieces or something. As a side note, i did beat the game just to give a fair review. Didn't take long at all.
Pt 2 - This is by no means an exhaustive list, just rattling off a few more obvious / important / easy things. You may also want to indicate a safe zone or something when enemies are initially spawning in a room as I felt that's when i was damaged the most. I like being damaged, just not when I feel it is through no fault of my own and mostly random/unavoidable, especially given the genre of the game. Don't get me wrong here, I enjoyed the game, it's why I took the time to note where I feel improvements can be made. I'd like to see an update or a sequel in the future.
Pt 1 - Great start to a game but a lot of room for improvement. What I'd like to see from a general quality of life standpoint - Boss life bars, enemies that have actual drops (even if it's only coins and you cut back on bushes), stronger versions of earlier enemies in later levels, shops that aren't at the end of a level (why were shops at the end of levels? i guess maybe to fill up on life but that was never necessary, harder difficulty (i started on hell mode and never even came close to dieing, not to mention being invulnerable for far too long if i ever did get hit), a mouse movement option (essential for all bullet hells, the speed actually became a liability toward the end due to lack of control with keyboard and poor visibility), secrets O.o, variety or choice in upgrades, and more levels (game was too short).
Interesting concepts and feel, good look to it, but poor balance/progression (finished the whole thing on the first try before sleeping and was able to buy everything in the shop and take 0 damage from then on?) Has a lot of potential but just feels extremely raw
Hi!
Bear in mind that the game was done for a 10 days jam. We are working on adding more things, balance everything, putting more quests, more story, etc. but it will take a while to have everything in place.
Glad you liked the concept and feel, that's great :)
game is pretty meh overall. This is largely due to the constant "x moves only" game type that limits the potential. At this point it's basically grind and rely on rng to win, which is belittles this to little more than an idle game.. sad.. As for those complaining about the time still counting down when out of moves, that's okay either way really imo. You should be able to tell when you're going to run out of moves, and prevent it in many cases. Perhaps include a mechanic where the more times you reach out of moves in the same game the less time the shuffle takes, but i don't think it's all that necessary. tl dr: remake the game with the game type being timed games only and you may have a game. as is it's mediocre at best but i do hope you continue to work with it / make other games.
Although there are balance issues (mostly quality of life like not even using the o/l buttons for many) Shimo does not need more power. If anything she's the strongest of the first 4 character. For those who don't believe me try her again, only this time don't finish your combo but rather interrupt it with l and chain it to infinity while being nearly if not impossible to hit. If you wanted to make the game more involving (i would prefer it but many enjoy the simplicity) consider adding in more mechanics to the basic j combo and base them on timing. Thanks for your work and I hope you continue to produce and improve =) (comment 2 of 2)
Solid groundwork, nice throwback to games of the old days. It did feel much too grindy due to a certain lack of progress. The whole game is basically a survival mode as a result. At least add in a progress meter for people to see how far they are moving through the "challenge" and shorten the challenge levels significantly. Challenge mode ought to be about just that, a challenge. In other words an epic boss fight, a massive swarm of enemies etc... The challenge shouldn't be "how long are you willing to wipe the floor with a bunch of sandbags." I kinda feel the upgrades should get progressively more expensive as well but that's a minor point really. Also, I saw a comment somewhere about nerfing Shimo. (comment part 1)
Yet another game that plays itself.. The player is neither required nor allowed to contribute in any meaningful way. It had potential, but the execution results in little more than an idle game i'd expect to find as a free phone app with pointless micro transactions.
Good concepts but poor execution overall. It's largely short, the different weapon types are very imbalanced (highly in favor of being a mage) responsiveness could be better in terms of hitboxes etc.. (I often found it more effective to attack in the wrong direction and then turn my character to actually make the hit register) The story concept is interesting, the style of the game itself is appealing, but so much neglect toward quality of life aspects (ex:why do we have to go to the shop to change gear we have already purchased? why don't any of the achievements offer exp? why are specific enemies worth so much more exp? why is it so expensive to respec?) The game had/has potential, but overall just resulted in kind of a meh.
Hi! Bear in mind that the game was done for a 10 days jam. We are working on adding more things, balance everything, putting more quests, more story, etc. but it will take a while to have everything in place. Glad you liked the concept and feel, that's great :)