Thanks for posting your game. I’ve got some feedback here. It's a lot of personal preference so apologies if I’m ragging on intentional design choices.
What I liked:
- Soundtrack is great
- Parallax scrolling looks good
- No bugs encountered in my session
- The sideways enemies were frustrating in a good way — broke up the north south movement a little
Excited to see the final art come together
Areas to consider:
- Pacing feels slow overall — the combination of slow weapon upgrades and limited enemy variety made the experience feel grindy. After 30 minutes, progression didn't feel like it was ramping up enough to keep me hooked.
- Laser refresh rate — the firing rate felt too punishing. A slightly faster cooldown or a way to upgrade it earlier would be cool.
- Enemy variety — more variation in enemy types/behaviors would be a nice way to keep runs exciting.
Overall very cool to get a functional demo posted. Keep up the good work.
Thanks for the time you spent on it! To answer your suggestions: Pacing - yep, that is thing i currently consider very heavily to make the action faster.
Laser fire rate - there are permanent upgrades for it and there is also a powerup that increases fire rate. In the future i also plan more main weapon types, one of which will definitely be faster shooting with lower energy consumption and damage :)
Enemy variety - not sure how far you got, but more enemy types are appearing once you defeat few bosses...to ease the player into it a little bit. But yes, more are definitely coming, and bosses aswell.
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Thanks for posting your game. I’ve got some feedback here. It's a lot of personal preference so apologies if I’m ragging on intentional design choices.
What I liked:
- Soundtrack is great
- Parallax scrolling looks good
- No bugs encountered in my session
- The sideways enemies were frustrating in a good way — broke up the north south movement a little
Excited to see the final art come together
Areas to consider:
- Pacing feels slow overall — the combination of slow weapon upgrades and limited enemy variety made the experience feel grindy. After 30 minutes, progression didn't feel like it was ramping up enough to keep me hooked.
- Laser refresh rate — the firing rate felt too punishing. A slightly faster cooldown or a way to upgrade it earlier would be cool.
- Enemy variety — more variation in enemy types/behaviors would be a nice way to keep runs exciting.
Overall very cool to get a functional demo posted. Keep up the good work.
Thanks for the time you spent on it!
To answer your suggestions:
Pacing - yep, that is thing i currently consider very heavily to make the action faster.
Laser fire rate - there are permanent upgrades for it and there is also a powerup that increases fire rate. In the future i also plan more main weapon types, one of which will definitely be faster shooting with lower energy consumption and damage :)
Enemy variety - not sure how far you got, but more enemy types are appearing once you defeat few bosses...to ease the player into it a little bit. But yes, more are definitely coming, and bosses aswell.
Once again thanks for feedback!