This is a very cute game! good job with the 48 hour timeframe :D Initially I found it a bit hard to read what was an enemy and what was a collectable. I just assumed everything was an enemy however you could blame me for only briefly reading the tutorial, A very thoughtful addition for such a short jam. Perhaps a simple outline on enemies would heighten their distinguishability from the map and powerups. I also feel that the use of particle effects has some diminishing properties as they have very low contrast to the enemies making the screen messier instead of conveying more information or providing more feel to the enemies. The bullet pattern and enemy variety are great btw! I also want to add that since the follow camera lerps (changes the player hitbox offset when moving) and the players hitbox is the bubble ( which is low contrast to the background with edges are "blurred" by the bubble's sick drip) the players difficulty to judge where they are becomes difficult. This may make some players frustrated or feel cheated by the game when they get game overed by something they thought they dodged. In regards to the difficulty curve I found that I would have preferred it ramped up faster. Take this all with a thick grain of salt, I am a young and aspiring game designer and I merely wanted to leave some feedback in hopes that it is helpful towards your future endeavors. Best of luck and perhaps you will find me in VGDC at UCI next year :)
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This is a very cute game! good job with the 48 hour timeframe :D Initially I found it a bit hard to read what was an enemy and what was a collectable. I just assumed everything was an enemy however you could blame me for only briefly reading the tutorial, A very thoughtful addition for such a short jam. Perhaps a simple outline on enemies would heighten their distinguishability from the map and powerups. I also feel that the use of particle effects has some diminishing properties as they have very low contrast to the enemies making the screen messier instead of conveying more information or providing more feel to the enemies. The bullet pattern and enemy variety are great btw! I also want to add that since the follow camera lerps (changes the player hitbox offset when moving) and the players hitbox is the bubble ( which is low contrast to the background with edges are "blurred" by the bubble's sick drip) the players difficulty to judge where they are becomes difficult. This may make some players frustrated or feel cheated by the game when they get game overed by something they thought they dodged. In regards to the difficulty curve I found that I would have preferred it ramped up faster. Take this all with a thick grain of salt, I am a young and aspiring game designer and I merely wanted to leave some feedback in hopes that it is helpful towards your future endeavors. Best of luck and perhaps you will find me in VGDC at UCI next year :)