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Something that I'm still not quite sure about that I really think could've been explained in-game; does getting a 'perfect' mean not losing a ship, or not getting hit once?
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Oh hey just noticed the last boss is cancer.... Huh
Anyways pretty awesome bullet hell, even if I somehow end up backtracking a bunch of times to previous levels that were difficult, and the lasers....Oh god the lasers XD
5/5
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The final boss changes randomly and you need to know their species boss in any level. Including the most hardest level is in Corvus 18 because it's a dangerous level with more small enemy bullets. So, use slow-time when in-game at level 19. It is useful to slow-time from hitted any sizes of bullets. I hope this help. :)
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The only disappointment was the boss, feeling like another reiteration through the levels I've already completed 3 times for perfect. Other than that, the game was OSOM, having an extremely useful slow-time (unlike other similar games), the idea of "collecting" bullets to fuel your own ship and the music which was synchronized with the enemy bullets' fire rate, all these were outstanding.
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This game was really nice to keep playing and listen, as many other players, i've had difficulties in stage 5, but in my entire life, this was the first time i've ever managed to watch the entire credits. Btw, the hitpoint of your ship is the very center (the dot in the middle), so don't worry about ramming your ship around the bullets, as long as you don't ram the white dot. But otherwise, i enjoyed playing this game a lot. A small tip as well: grind in the first 4 levels for a while, then face lvl 5, use the slow down time to cross and always stays above the boss, since it doesn't hurt you by any means, so use that to your advantage.
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Apologies for the second post, but I also just really like the difficulty of this game as well. It's difficult enough to be a challenge but not so difficult it's painful or frustrating. Even when you screw up, it never feels too hard to get up and try again, and I never felt like I couldn't defeat a level if I practised enough and tried hard enough. Even the most punishing bosses were still thoroughly enjoyable.
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I like that this game doesn't try to create an unnecessarily complex backstory where there is no need for one. Plotlines and dialogue etc is fine if done right, but all too often it's shoehorned in in games that really don't need one, and is done very poorly. This game knows what it is and provides enough story to explain why we're a floating ship shooting at floating orbs, but not enough to detract from the game. It gets a 5/5 from me, even if I suck at some of the levels ;)
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Developer, you should never make a bullet hell game where you force the player to control their character with a keyboard. Your game has an awesome concept and great level design. But using a keyboard is so infuriating because of its inaccuracy. I find myself frustrated because I'm limited by the controls and get killed because my character doesn't do what I want. I hope you take this under consideration if you make a similar game. Or if you could patch in an option to use the mouse instead of arrow keys that would be awesome. I would then be much more interested in playing the game.
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It took the credits for me to realize exactly where the hitbox was. That seems like it would've been helpful to know earlier.
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You can get hit and still get a "perfect" rating, you just can't lose a life. Once you have all 5 hearts your goal shouldn't be to never get hit, but to only get hit 4 times. You can plan your movement more effectively this way.
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The tutorial was beautifully made, and very thoughtful. The save warning was also a great indicator of what a thoughtful author we have here :) I really liked all of the game mechanics, it was very interesting. I LOVED the sync with the music. It added an extra dimension, not just using sight but also sound to determine the bullet patterns. Beautiful. The only thing that I would have perhaps changed, is I might have made the enemies' guns each have their own health bar, rather than one group health bar. I just think it would have added an extra degree of difficulty and challenge to the game, but hey that's just me. Great game!
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I feel like the game dev seriously underestimates the difficulty of dodging lasers. There is no clear indicator of when the hitboxes of lasers become active until they're already active. I mean yeah, they grow to a set size, but you can't be expected to have that exact size memorized and pay attention to it while dodging a million bullets at the same time.
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I come back to this game 4 years later and finally get the last two badges. I forgot how much this game made me rage quit, but now I've learned to focus and dodge a **** ton more and utilize the slow so much. (**** lasers)
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Awesome game, great job, I just wish I could use my mouse to control the ship, especially when i need to be getting up close and personal with the very things trying to kill me.
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I didn't even know there was a tutorial until I read the comments, the game was simple enough to learn quickly. Games like this are games Kong needs, not the boring idle games that are currently flooding it. Also, this game is easy to learn but hard to master which is why I like it.