Neat art style and fun concept! I enjoyed the demo for the most part but if there was anything I'd give feedback on, it'd be the projectile readability. Like for a while I was trying to avoid the projectiles entirely, not realizing that they only damage the MC when they reach the bottom of the screen. And even then with certain enemies there's not much time to react to attacks, especially if you're shooting when they decide to attack. Other than that though this is very unique and I hope the rest of development goes well!
This is a funky idea. Love the ingenuity of it and how innovative it is. I don't think it plays particularly well, though; it feels very disjointed in how you have to hold a different button to dodge and, when you're doing that, it inevitably throws off your aim so you have to target the foe again. Then the projectiles are of questionable readability making it hard to tell when and how you should dodge. A fast-paced fight can feel like a slog. There's some kind of false dichotomy to the shooting and dodging that I can't put my finger on.
The flying drones that move in a square are really boring. Flying in a predictable pattern, it's easy to stand somewhere they can't hit and just try to follow them until they die. Basically just holding a button on them until they fall over. It's not really engaging.
I really like the character designs. You've done an amazing job with lineless pixel art with only up to three colours a character and making everyone stand out and even having their own accessories. Very well done.
Thank you very much for your honest review, I'm glad you like the artwork!
I understand the controls aren't ideal but I felt that that was the best scheme I can come up with considering the buttons available on the Gameboy. The only other option would be just limiting aiming while shooting, and walking while not shooting. Maybe I can make a toggle for that in the full build.
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Neat art style and fun concept! I enjoyed the demo for the most part but if there was anything I'd give feedback on, it'd be the projectile readability. Like for a while I was trying to avoid the projectiles entirely, not realizing that they only damage the MC when they reach the bottom of the screen. And even then with certain enemies there's not much time to react to attacks, especially if you're shooting when they decide to attack. Other than that though this is very unique and I hope the rest of development goes well!
This is a funky idea. Love the ingenuity of it and how innovative it is. I don't think it plays particularly well, though; it feels very disjointed in how you have to hold a different button to dodge and, when you're doing that, it inevitably throws off your aim so you have to target the foe again. Then the projectiles are of questionable readability making it hard to tell when and how you should dodge. A fast-paced fight can feel like a slog. There's some kind of false dichotomy to the shooting and dodging that I can't put my finger on.
The flying drones that move in a square are really boring. Flying in a predictable pattern, it's easy to stand somewhere they can't hit and just try to follow them until they die. Basically just holding a button on them until they fall over. It's not really engaging.
I really like the character designs. You've done an amazing job with lineless pixel art with only up to three colours a character and making everyone stand out and even having their own accessories. Very well done.
Thank you very much for your honest review, I'm glad you like the artwork!
I understand the controls aren't ideal but I felt that that was the best scheme I can come up with considering the buttons available on the Gameboy. The only other option would be just limiting aiming while shooting, and walking while not shooting. Maybe I can make a toggle for that in the full build.
nikke gbc looking good, will try this later. tho this version doesnt seem to have the "physics" im looking for?
Its not really intended that kind of game...
But MC is still cute though!
Nice one! Keep it up
Thank you!