The game was amazing. The mechanics where easy to understand and learn I liked the first boss but the 2nd one was the best. I didnt have time for the 3rd one but i will be sure to return and beat that one as well. Overall amazing game.
Loved the idea and gameplay. A few mechanisms felt like they weren't fit for this game, although they might have been fun to play but these reduced a lot of potential aspects. Such mechanisms are:- 1. Recharging Stations: Alternative: A parry system could be implemented, as soon as player parries an attack to gains some momentum.
2. Player firing projectiles: Alternative: Simple projectiles felt out of place for a spinning top rather kinetic attacks may turn out pretty well.
Overall it was a fun experience keep up the good work.
Hello Asdronin and Nandalux, think you guys have made a wonderful game!
I appreciate the lore during the intro segment, adds a bit more life into the world. The music complements the game very well, I enjoyed the tracks.
I managed to get past the bosses in difficult mode, definitely needed some time to get used to the controls and mechanics.
I liked bosses 1 and 2 quite a lot, but I do have reservations on boss 3.
Boss 1 was a unique and decent boss to get the player accustomed to how the game works but also easy enough to wean them in. I loved the fact you had numerous ways in which to inflict damage such as melee, standard ranged as well as auto fire using the power up. I did, however, notice that the auto fire seemed to inflict damage at a snail's pace after the first 1/3 or so of Lord Robo Cat's hp was diminished (could not genuinely tell for a while if I was doing damage at all). Appreciate stacking power ups by the way.
Boss 2 was the best, more straightforward but the combat was more engaging and I had the most fun there. He had good attack patterns and you were forced to engage with them more, but, he was also probably the easiest boss because some of his attacks could be trivialized I.e. short range eye laser is useless if you go far away and heal yourself at a spinning charging station while pelting him back. Additionally, you may want to have a punish for the mentioned strategy as the Moai Man's mouth pellet attacks are too easy to dodge and only delay rather than pose a threat.
Boss 3 is where the difficulty spikes and reaches its zenith. I am a fan of the challenge for the most part, however, I recognize that there are some aspects of the boss battle that are extremely challenging to a point that I could not comprehend how to not take damage from them. Starting with the good, I believe that all the attacks stand alone are fine, love the roll attack (did not expect it at all the first time). My issue lies with the lasers, they are extremely punishing as they chunk out your hp in a heartbeat and also are hard to dodge (have not found a way to consistently dodge them, maybe I am missing something). The problem lies in the fact that it can occur twice in a row, and if there does not exist a way to dodge the lasers that does not involve running actively away from the boss and closer to the playable edge; once the second salvo arrives, the player could just flat out die depending on their positioning (again I may be missing the point on how to dodge it, if so please let me know). My other gripe is the sandstorm effect, I think the idea is cool but in practice is flawed as sometimes you genuinely may not be able to tell what attack is going on at a given point in time (such as the green projectiles). Do like the amenities of the sandstorm effect decreasing with distance though, I think that is neat as you have to juggle that aspect with having enough room to dodge the white eye beam.
Other than that, great polygon visuals and smooth as hell animations. Intuitive UI and I cant wait to see what you do next with the game.
I dont quite get the point of being a spinning top when the ranged attacks seem to be more effective most of the time (but I only got boss 1 to 75% hp so I am probably not a good judge of gameplay)
not directly related to the game, but I want to see a mecha combat game done by your team in a similar style. lol
The game is great, easy to figure out how to play it, and I loved the intro as well. I can't wait to see how it turns out when you complete it. looking forward to it. ;)
This game is awesome! Works perfect with theme Spin considering I am like a dreidel or a bay-blade. The music was cool and boss one was unique and cool!
Interesting game with a great fun amount of bullet hell, I did have some trouble figuring out how to play it well. A bit more player game play support in you project would be my advice. maybe a small tutorial
← Return to game
Comments
Log in with itch.io to leave a comment.
The game was amazing. The mechanics where easy to understand and learn I liked the first boss but the 2nd one was the best. I didnt have time for the 3rd one but i will be sure to return and beat that one as well. Overall amazing game.
:(
Loved the idea and gameplay. A few mechanisms felt like they weren't fit for this game, although they might have been fun to play but these reduced a lot of potential aspects. Such mechanisms are:-
1. Recharging Stations:
Alternative: A parry system could be implemented, as soon as player parries an attack to gains some momentum.
2. Player firing projectiles:
Alternative: Simple projectiles felt out of place for a spinning top rather kinetic attacks may turn out pretty well.
Overall it was a fun experience keep up the good work.
Hello Asdronin and Nandalux, think you guys have made a wonderful game!
I appreciate the lore during the intro segment, adds a bit more life into the world. The music complements the game very well, I enjoyed the tracks.
I managed to get past the bosses in difficult mode, definitely needed some time to get used to the controls and mechanics.
I liked bosses 1 and 2 quite a lot, but I do have reservations on boss 3.
Boss 1 was a unique and decent boss to get the player accustomed to how the game works but also easy enough to wean them in. I loved the fact you had numerous ways in which to inflict damage such as melee, standard ranged as well as auto fire using the power up. I did, however, notice that the auto fire seemed to inflict damage at a snail's pace after the first 1/3 or so of Lord Robo Cat's hp was diminished (could not genuinely tell for a while if I was doing damage at all). Appreciate stacking power ups by the way.
Boss 2 was the best, more straightforward but the combat was more engaging and I had the most fun there. He had good attack patterns and you were forced to engage with them more, but, he was also probably the easiest boss because some of his attacks could be trivialized I.e. short range eye laser is useless if you go far away and heal yourself at a spinning charging station while pelting him back. Additionally, you may want to have a punish for the mentioned strategy as the Moai Man's mouth pellet attacks are too easy to dodge and only delay rather than pose a threat.
Boss 3 is where the difficulty spikes and reaches its zenith. I am a fan of the challenge for the most part, however, I recognize that there are some aspects of the boss battle that are extremely challenging to a point that I could not comprehend how to not take damage from them. Starting with the good, I believe that all the attacks stand alone are fine, love the roll attack (did not expect it at all the first time). My issue lies with the lasers, they are extremely punishing as they chunk out your hp in a heartbeat and also are hard to dodge (have not found a way to consistently dodge them, maybe I am missing something). The problem lies in the fact that it can occur twice in a row, and if there does not exist a way to dodge the lasers that does not involve running actively away from the boss and closer to the playable edge; once the second salvo arrives, the player could just flat out die depending on their positioning (again I may be missing the point on how to dodge it, if so please let me know). My other gripe is the sandstorm effect, I think the idea is cool but in practice is flawed as sometimes you genuinely may not be able to tell what attack is going on at a given point in time (such as the green projectiles). Do like the amenities of the sandstorm effect decreasing with distance though, I think that is neat as you have to juggle that aspect with having enough room to dodge the white eye beam.
Other than that, great polygon visuals and smooth as hell animations. Intuitive UI and I cant wait to see what you do next with the game.
I loved the map style and the bosses 🗿My only critic is that the mouse was not locked in.
I dont quite get the point of being a spinning top when the ranged attacks seem to be more effective most of the time (but I only got boss 1 to 75% hp so I am probably not a good judge of gameplay)
not directly related to the game, but I want to see a mecha combat game done by your team in a similar style. lol
VERY challenging, easy to learn, hard to master. 9/10.
The game is great, easy to figure out how to play it, and I loved the intro as well. I can't wait to see how it turns out when you complete it. looking forward to it. ;)
This game is awesome! Works perfect with theme Spin considering I am like a dreidel or a bay-blade. The music was cool and boss one was unique and cool!
Interesting game with a great fun amount of bullet hell, I did have some trouble figuring out how to play it well. A bit more player game play support in you project would be my advice. maybe a small tutorial