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Another suggestion is: Make this game on mobile i feel it would bring a new pace to mobile gaming and I think you have done an excellent job not going with the usual idle, strategy, or slow paced games this brings something new, something alot of people have wanted which is a visually pleasing and still a fast paced game i hope there are much more games that have this quality of fast action gameplay which is why this is one of the only games that i play now on Kongregate
Thank you so much for the kind comment! Yeah I agree there's a lot of people that are into Idle games and stuff, and that's not bad, I just really like to bring something new to the table sometimes. mobile version is highly requested I'll talk with my boss about that hahaha.
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Im using safari, and by 1500 points the lag makes it unplayable. Thats enough to make it seem like a great game though
Perhaps you could try to disable some effects and particles via the options menu, I always recommend chrome or Firefox for webGL Games. curious what rig you're using, mind if you send me your pc details? it's a usual problem that a lot of factors could affect a Web game performance!
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In this game, you upgrade by deflecting bullets. So one would assume that leaving weak enemies alive and deflecting their bullets would be a good way to level up very much without too much risk. Then the game decides to spawn enemies continuously. 5/5 for getting rid of this obvious trick. Intentional or not.
Hahahaha I'm glad you liked it! I did noticed a usual genre here is strategic, idle and slow-paced game so I'm glad some people actually like my game heh <3
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The game is labelled as a twin-stick shooter, but I can only use one of the sticks on my controller to move, then use the mouse to aim/shoot.
It would be a huge bonus if you could support both sticks. :)
Could be a great idea! Labelled as twin stick shooter is usally related to the fact is a top down shooter but I'll look what I can do, I need a controller for testing that hahaha!
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(Continued.) At the same time, it's not so intense that it's really rage-inducing. That, combined with the absolutely stunning graphics and the rather generous (not in a bad way) rate at which health is given, makes it like a relaxing but challenging dance, which you really wouldn't expect from a bullet hell game. That said, I have one complaint. While the random spawning of enemies is great, it's also really unpredictable. I've had enemies spawn right in my path and get through even the best weapons and wisest target choice because I had no time to prepare for it. I feel some sort of ahead-of-time warning is needed.
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Absolutely love this. The unique simultaneous evolution of the powerups and enemies makes it incredibly replayable, especially in the beginning. It makes the player learn each enemy and weapon and forces us to constantly come up with new strategies, making it a bit of a puzzle too (in a good way). The bullet-blocking is also a great mechanic, as it forces you to choose your targets wisely. It really breaks the whole idiosyncratic mold of, "The enemy can only hurt you if he touches you."
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A great 5 minuter. The upgrades were enjoyable and made you want to check what's next and keep beating your high scores. I think I reached the last or near last upgrade eventually, but I still wonder what that flying ball upgrade near you does? Is it supposed to block bullets if it gets lucky to be on it's trajectory or it's just for visual effects? As for comment below about 'broken headphones' tap sound - I could reproduce it by reaching gameover and waiting a little - starts doing stable tapping indeed, weird.
Thank you for the feedback and I'm glad you liked it! Green orb is for dealing damage to nearby enemies. I'm trying to reproduce the bug but I can't, could you please specify me a little more via PM?
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I agree with Abil because ive gotten really far into runs like 3000s and a random red who is in the red border kills me makes me mad ya know?
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I have an idea: make a troop that takes time to charge up but shoots out an instantaneous laser and if someone gets super far start placing some sort of obstacle that shoots from outside the screen just some ideas
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Damn 3905
At one point there are like 7 orange guys covering the screen so it really helps that you regain all life at that point good balancing OULTROX!
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autofire button and option to change keybinds would be great
the death particles of the the ones that shoot homing bullets and the ones that shoot all round them still appear after i turn off particles
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I feel like those ones with the swinging ball are spawning a little too fast. Like, have them spawn and move a little slower, then pick up speed so if you ignore them, they screw you over. When they spawn and are already that fast, the reaction time you have to deal with them is too small. I've been playing games for like 20 years or more, and when I'm complaining about reaction time, it's probably something to listen to.
Hello there, I hope at least you enjoyed the game! regarding the melee awaking time, they actually do that but the awaking time is actually, really really short, I'll be tweaking that in next update, I listen to my players, don't worry.
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I've been reading this comment section and I have never seen a developer who watches feedback so much! I can tell that this game will be great!
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developer can you make it so you get coins or gold instead of power ups from hitting bullets? and you have to buy power ups? cause i'm new to this and i found the game kinda easy but make it so you can use more gold or coins to make some upgrades permanent also make it so you can have ability upgrades for strength and speed and defense and hearts so its more interesting otherwise a very good game.
A permanent upgrades could be a nice idea! Like permanent features in roguelike games. thank you for the feedback! I don't think this kind of update will happen soon since I have to attend projects but there's always space for ideas like these ones.
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(Cont.) So address the playing field outside the screen, discourage camping with some mechanic (explosion on player/temp invuln enemies, etc), and fix what @HuthayfahA said by preventing enemy spawn too close to the player/player's direction and I think you'll get a less random and more skill based game. Still a great game, and a big step since Sucker Munch (also good)!
Thank you so much for such great feedback right here! Nice game design approach, what I tried to do from my experience is avoid injustices like being shot (and eventually being killed) from the outside screen so the player can't hit enemies outside his area and enemies can't shoot too until they get in the screen.
They don't shoot instantly tho, they start the 'charge' to shoot (That a feedback that they're about to shoot could be awesome as well) once they get in the screen, I tried to avoid camping with the random spawning so I might still want to keep some short-distance for spawning enemies, usually in these cases I think of a Mortar dropping bombs near the player, but being this game so minimalist with the graphics I still have my doubts, shoot me an PM and we could talk more about it if you want to! thanks again!
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Great efforts. Overall good game, but some light game design feedback. The fact the game only cares about the screen can be an issue. You neither hit nor see enemy fire from enemies off screen. This means you have no information of what's out there (and can't fight back), and as soon as enemies enter the screen, they fire first. Combined with the (very neat) mechanic of defending by shooting bullets, after a spread upgrade you can sit in a corner pretty long as no enemies can really force you out. (Cont)
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This game has great potential! The music is wisely chosen, designed (I guess) to keep you focused and drawn in, that's excellent! Graphics are neat yet simple, which is perfect! Only one small complain abotut the map, which is a wee bit too small I think, but that's in the same time a good thing as it requires you to focus more, so well, it's not entirely bad. A lot of inventive stuff as it has already been said, like the possibility to block incoming bullets, good idea you had here! Hope you're going to implement a few other updates! Will come back to check it out!
Thank you so much for your kind comments! for sure I'll give more love to this game, I'm really proud of myself for being part of the team that made this game. <3
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i was gonna give this awesome piece of entertainment a 4/5 but then i thought... the graphics and the smoothness of the animation are really really top notch and i can't spare the last star for an effort so well made.
Great job :)
Row Row, fight the IDLE!!
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The game is really fun, the music is great, it's intense, but not so much that when I die, I smash my computer. The power-ups are really cool. Would like a way to heal tho (Unless I'm not that far yet and you do heal).
Otherwise, amazing game 6/5
Yep my polygon warrior, you heal EVERY time you get an upgrade, keep an eye to your health squares (also, when you hit some upgrade levels, you will heal up ALL of your lifes.)
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Perhaps a "Developers Panel" that would allow players to edit the parameters of the enemies and player (speed, spawn rate, fire rate etc). You could even make that option premium content for a couple bucks. I enjoyed your other games and looking forward to seeing more of your original ideas! Great job!
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5/5* ... smooth design, great controls. The only thing I might suggest (altho doing so may remove some of the charming-approachable-superficiality this game offers) would be maybe to implement an upgrade tree to control the style and direction of your weapon upgrades. Perhaps adding bombs to clear enemies? Maybe bombs can clear the screen of enemies, but they reward no points and it costs you one health. There's a lot of potential to expand the concept, but the predicament is that expanding and evolving the game detracts from the endearing simplicity of it. However expanding the game concepts invites greater replay value as more variables are introduced for the player to experiment and strategize with.
I'm really glad you liked it! and this suggetion about the bomb seems really freackin' awesome, I might implement it soon, I thought in a wave expansion or something like that, I'll look into how and where implement it.
there's also arrow keys and another controls other than W A S D! Sorry if none of those fit for you. I'll look into key rebinding but I can't promise it'll happen soon!
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(Continued.)
At the same time, it's not so intense that it's really rage-inducing. That, combined with the absolutely stunning graphics and the rather generous (not in a bad way) rate at which health is given, makes it like a relaxing but challenging dance, which you really wouldn't expect from a bullet hell game.
That said, I have one complaint. While the random spawning of enemies is great, it's also really unpredictable. I've had enemies spawn right in my path and get through even the best weapons and wisest target choice because I had no time to prepare for it. I feel some sort of ahead-of-time warning is needed.
Absolutely loved this feedback you gave us! amazing, you're totally right, I should make a Ghost-time spawning time in order to give the player some heads-up on the enemy spawned. also I could control if they spawn too close of the player too. I'm really glad you loved the game!
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Absolutely love this. The unique simultaneous evolution of the powerups and enemies makes it incredibly replayable, especially in the beginning. It makes the player learn each enemy and weapon and forces us to constantly come up with new strategies, making it a bit of a puzzle too (in a good way).
The bullet-blocking is also a great mechanic, as it forces you to choose your targets wisely. It really breaks the whole idiosyncratic mold of, "The enemy can only hurt you if he touches you."
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also i have a youtube and i might play this. Would that be ok oultrox??? you can check my youtube @ TotallyNotANoob 13
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1st place. once you have a good enough weapon hide in the corner. still is hard. also dont shoot the enemies in the beginning just go in circles firing behind you for higher weapons.
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I die within 2 seconds on the first level. Perhaps add some levels without them firing on you so you can get used to the control???