A clever game design coupled with charming retro pixel art - what is there not to love about it? <3 The mechanics led me to be more careful with my shots, so I would not accidentally block the way to the exit - at the same time I had to keep moving, so that the enemies would not have me in constant fire and so drive the walls forward. That was a great balancing act that you have accomplished there! That's why I recommended your game with an article on our blog and uploaded a playthrough video. <3 The only thing I would want more from the game would be a more fierce boss fight, but that's a tiny minor detail. :D Excellent work, I wish you a high ranking at the Ludum Dare 42 with it!
I get that. I added the boss last, with about an hour left in the 72 hour jam, and thus it was kinda rushed and unpolished. Otherwise, I'm glad you enjoyed it!
Welp... I had basically written an essay analyzing the game and focusing on the aspects I enjoyed and the aspects that I didn't enjoy. Then I accidentally reloaded the page, and lost it all :(
Pretty much, the game is pretty awesome. Gameplay itself is fun and responsive, other than the ladder hitbox feeling a bit too small and the roll feeling out of place (at least for me). The art was spectacular, along with the rest of the games aesthetics. The boss felt a bit too weak, but at least you had one. The levels felt like your classic arcade game, but also had a bit of a puzzle feel to it. Like when I had figured out how the walls work, I got a chance to use my new knowledge immediately and had gained a tool to use in later levels. Then it became especially interesting when what used to just be a tool, turned into much more dangerous hazard.
Congrats on your game, and I hope to see you make another one during the next Ludum Dare!
Thanks for the feedback! Yeah, I'm fully aware the boss is underpowered. I was trying to go for something that was decently hard that I could code easily,in addition to that or was the last.thing I did before the deadline. 👍
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pretty good, beat it without knowing about dodge, also did this![](https://img.itch.zone/aW1nLzExMDU3OTUwLnBuZw==/original/FNjMkq.png)
upon looking at the tutorial again, im just blind
That one gave me hell. (For 20 minutes)
Really creative idea, great soundtrack.
I never was that proud before of a successful bullet dodge!
But the controls somehow suck: why use three buttons that are apparently randomly distributed over the keyboard?
Anyway, keep up the great work!
This game is a nail biter dude! It gets so tense! Love it!
A clever game design coupled with charming retro pixel art - what is there not to love about it? <3 The mechanics led me to be more careful with my shots, so I would not accidentally block the way to the exit - at the same time I had to keep moving, so that the enemies would not have me in constant fire and so drive the walls forward. That was a great balancing act that you have accomplished there! That's why I recommended your game with an article on our blog and uploaded a playthrough video. <3 The only thing I would want more from the game would be a more fierce boss fight, but that's a tiny minor detail. :D Excellent work, I wish you a high ranking at the Ludum Dare 42 with it!
Best wishes,
Sebastian
This game looks realy cute! I think it could've been a little bit more fast-paced, or maybe that's just me. Good job!
Edit: do you think you could include the link to the Ludum Dare page so I can rate it? Thanks!
Interesting game and very nice sprites!
Really fun game.
(Make the boss harder though. I managed to beat it before it even fired once.)
I get that. I added the boss last, with about an hour left in the 72 hour jam, and thus it was kinda rushed and unpolished. Otherwise, I'm glad you enjoyed it!
Welp... I had basically written an essay analyzing the game and focusing on the aspects I enjoyed and the aspects that I didn't enjoy. Then I accidentally reloaded the page, and lost it all :(
Pretty much, the game is pretty awesome. Gameplay itself is fun and responsive, other than the ladder hitbox feeling a bit too small and the roll feeling out of place (at least for me). The art was spectacular, along with the rest of the games aesthetics. The boss felt a bit too weak, but at least you had one. The levels felt like your classic arcade game, but also had a bit of a puzzle feel to it. Like when I had figured out how the walls work, I got a chance to use my new knowledge immediately and had gained a tool to use in later levels. Then it became especially interesting when what used to just be a tool, turned into much more dangerous hazard.
Congrats on your game, and I hope to see you make another one during the next Ludum Dare!
Thanks for the feedback! Yeah, I'm fully aware the boss is underpowered. I was trying to go for something that was decently hard that I could code easily,in addition to that or was the last.thing I did before the deadline. 👍
The fact that you have a boss battle at all is astonishing! Great job!