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Ai Usage
Human made
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
Family Friendly
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I played this game on stream: https://www.twitch.tv/videos/2877899597?t=01h05m01s
We chatted during the game and afterwards, so I'm going to skip most of what we said :)
Overall, great game, I loved playing it, especially the cannons. I look forward to playing more of your game in the future!
When you have time, I'd love to hear what you think about Feisty Fauna as well!
Hey...great game. Really nails the bullet-heaven feel.
Firstly, I'd like to mention I really love the variety with the ships, weapons and their upgrades.
And it's really satisfying to destroy the enemy ship clusters.
Now for the "tough love".
1) Even though it's fun to take down the enemies, I felt that it's too easy to go past the enemies, which will then cluster together and keep chasing you from behind. So I just need to move in one direction (slightly move to dodge the enemies in front) and keep shooting in the opposite direction. Then I'll just turn around, dodge a few and then collect all the hundreds of drops from the ones I took down. I can just follow this strategy for longer runs. Eventually I die because I get bored of it and try to jump into a cluster and then get surrounded by enemies. It would balance the challenge if maybe the enemies don't cluster right behind the player's ship when chasing and maybe even try dodging bullets sometimes.
2) When getting upgrades and new weapon choices, IMO instead of either giving only upgrade options or only new weapon options, maybe it'd be better if there are a mix of both, like for example 2 out 5 are new weapon option and rest are upgrades for existing ones. Also, this might just be a me problem, but there is too much text for the upgrade and new weapon stats, and even with the green highlight its hard to figure out what's a good choice. Simple icons would maybe be easier to understand and read. You can still have a tooltip on hover on the stats (or tap and hold if you plan to add touch controls later) for showing text details.
3) Lastly, the game got stuck mid-run for me. Both on the web version and on the PC version. PC version I was able to play and die in 2 runs and it got stuck on the 3rd run. But on web it happened every run.
Overall it's a fun and challenging game, and the content is really cool. With some balancing and polish, it'd be really awesome.
Hey! Thanks for your suggestions and the bug report.
Please give today's latest hotfix a try.
Instead of chasing you in a giant line, enemies now teleport around you, (albeit at spawn-range.)
So it's less "sitting ducks," more "subway surfers" if you choose to play this way.
I also made some changes under-the-hood that might increase stability.
If you mean something else, please describe what ship you're using and exactly how you play, or upload your own gif. ( itch requires it be <3MB )
The runs just feel bugged, why are they ending after 2 waves?
Patched. I swear I fixed this bug YESTERDAY. I have NO IDEA why or how it's back now.
Either itch rolled the site back, or I uploaded the wrong zip.
Sorry about that. Runs should last 15 minutes. Tested it in the browser myself.
I tried again and it's fixed.
I was able to go quite far before getting one tapped by a blue enemy (which I had no idea would one tap me)
But the problem is it was boring and picking upgrades even felt like a chore. This is because your UI has a lot of info and not much of it is something I care about to make a decision, all I need to know is what does it do and how much, I don't need all the weapon's stats that are not affected.
But more importantly, it is because you only have stat bump upgrades, and on top of that they're only weapon stat upgrades, and on top of that the weapons all feel the same, they're all more or less something that shoots a slightly different blue projectile.
I suggest you look into orthogonal game design and start applying it to everything: ships, weapons, upgrades. There is no point in having 10 weapons if they all feel the same. You literally would have a better game if you only had some machine guns, a laser and mines and a single ship with some upgrades that actually synergize with one or multiple (like CDR would be good for both laser and mines, not so much for MGs).
Sorry about the one-tap. I've pushed a build that will (hopefully) fix that.
Orthogonal design... that's going to take a while
Thanks. š
I played as Red Ranger. Go Go Power Rangers! Forever Red!
A lot of good words said already, so let's go to the "negatives" fast:
After the run, I see the shop with Armor, HP and Regen upgrades, but there is no any Health Bar in the game, there are weapon slots only. Either there is a lack of hit detection on player that could let me know when I get hit, or I was not taking damage at all, and then one big enemy ship touched me and I was either destroyed instantly (if I was not taking damage before and that was a one-shot of 100% of my HP amount) or I just ran out of health (if I gradually was taking damage without noticing it). In result: I died and did not get why.
"Latest Changes" widget does not scroll down after returning back to the Main Menu. But it does if I try to scroll when the game is just opened. Was the Mouse Cursor disabled by accident?
After all, Yes, it is definitely a 5-Star Game by all parameters!
Heh! Different use of the word "Ranger." I like your enthusiasm, though.
You should see a green bar above your ship at the start of a run. That's your health bar. (I'll admit, it does get a bit buried beneath explosions. I'll see what I can do about improving viability.) You can take 4 hits at the start of a run with no upgrades. Enemy damage increases during the course of a typical run.
Funny you should mention the in-game devlog! I actually just now pushed a build which fixes the scrollbar. If you refresh your browser or restart the itch app, the good news should now be prominently displayed in the in-game devlog, which should scroll using mouse dragging, the mouse scrollwheel, or up and down on a controller (after highlighting the scrollbox, of course.) This was really hard to fix, so let me know if it works on your end!
I'm glad you think it's that good, despite all the bugs. :D
Update: It turned out the fix for this one was relatively simple, as far as UI bugfixes go, so I just knocked it out real quick.
Enjoy! :D
Excellent! I would like to advice that Green color fits more for the Healthbar. Red color is barely visible among red explosions and pale magenta environment, but it's better than nothing. I think making it Green instead would be perfectly fine. Thank You!
Huh.
I feel like I knew this, I did it in a prior game. I just forgot about it.
Patch pushed! I also increased the contrast a bit
Got any more easy ones for me? :D
Hey I gave your game a play. It was fun. The core bullet heaven is executed well, with a lot to like, but there are also some shortcomings. Here's some notes on specific things:
--Base gameplay, destroying ships, is super satisfying. Mouse aim is a little clunky, but also makes it easy to quickly reverse where you're firing, which helps a lot. Not sure if there's any way to tweak it, or if it even needs fixing, but wanted to note it.
--I like the weapons you have, but they are all just variations on the same thing I guess? Just projectiles with different behaviors. You could have a shield (like the garlic in VS), or drones that will target the enemies.
--I will say I liked the variations of the weapons upgrades and seeing how they affected the projectiles. It was fun having different builds that had different weapons get really powerful. The wall of bombs is the best!\
--For the weapon upgrades, it was a little confusing at first, when upgrading a weapon to another level, I at first thought all of the cards were the same, and I didn't really want to read all of the text on it. Maybe coming up with a way to visually communicate the different types of upgrades would be good.
--Enemy looks and behavior could use some variety I think. Though the base variation between stronger and weaker enemies is good, it would be nice to have other things to mix it up. I'm trying to remember examples from VS, but I can't. Maybe like the big swarm of bats coming at you, and the ring of plants.
--I like the loop of coming back around and buying upgrades after each run, and that the runs are pretty short. The meta upgrades could use some better communication about what they do.
Anyway that's what I've got. It's definitely a game I could see myself sinking a few hours into if there were a lot of upgrades and maybe some different scenarios/levels to try out. Nice work!
Hey.
Because of how the internal code was structured, it took me a while to get around to this, but I've switched the upgrades menu around so that the short descriptions appear on the cards while you're deciding what to take, and the detailed weapon stats appear in the box below. (I've also adjusted the relative sizes of the cards and the box accordingly.)
Here we go...
⢠What are the controls? I kinda know that this is obvious to players familiar with such type of games, but why is this not explained anywhere in the game? Is the gamepad supported?
⢠During the game - it shows my weapon (in the top left corner), but no information about it other than the upgrade level. What is the total damage, fire rate, projectiles number, cooldown, etc. Who knows...
⢠"Upgrade a weapon" popup jumps on me without a warning. And after I click "Equip" - I'm already facing the wrong direction with no time to react.
⢠In the Upgrades Shop is says: "Select an item to see its effect" - which I can not see apparently.
So yeah, as you said: "What? No, don't write a reply telling me in a reply what I did wrong. Just put that information on the screen in the game! Tell me when that's done."
P.S.: Nice game, take your five stars :)
Heh heh!
Fair. š
In-game control prompts, coming soon!
Played on Windows 11 in Chrome.
Short version: thereās a solid Survivors game here, and the weapon-building system is the real hook. Iām a big fan of the genre, so I feel at least somewhat qualified to nitpick this one š
I love that itās built in Godot. The music fits the game well (but needs to be updated at some point), and putting the latest development updates directly in the main menu was a great touch. It tells me the project is alive without making me hunt through devlogs.
The basic loop works: fly, survive, fill weapon slots, then mutate those weapons into increasingly stupid projectile machines. Good stupid. The individual modifiers, including damage, firing speed, range, projectile size, parallel shots, and spread, create more build variety than the initial presentation suggests.
The issue is that the upgrade screen hides the interesting decision.
When several cards are all called Shotgun, Sniper, Repeater, or Broadside and use the same artwork, they look like duplicates. The meaningful change is buried lower in the card. Iād lead with the mutation instead:
Keep the weapon family underneath. Show me the decision first and the arithmetic second.
The ship designs are cool and gave me some FTL vibes, but Iād push their silhouettes further apart. At a glance, I want each ship to feel like its own machine, not mainly a variation of the same shape.
The ship-selection screen also has a ton of room, but most ships only get a sentence or two. It doesnāt need to become a spreadsheet. Just give me a little more: intended playstyle, starting weapon behavior, difficulty, strengths, and weaknesses. Something that helps me think, āOh, thatās the precision ship,ā or āThat one turns the screen into soup.ā
Also, not sure how you feel about this, but Iād love mouse-only movement as even an option. The aiming already lives on the mouse, so being able to steer there too would make the game easier to pick up and more comfortable for one-handed play. Not a joke. I have CTS and I always appreciate being able to use my trackball for games like this.
The wide purple enemy confused me. I assume the bullets are hitting some kind of shield, but visually it looks like they simply fail to reach the body. It feels unsatisfying and, honestly, reads like a bug. If there is a shield, draw the shield. Give me a bubble, ripple, impact flash, or whatever fits your style. If there isnāt a shield, then yeah, somethingās busted.
Combat generally needs more juice. Stronger hit flashes, impact particles, recoil, enemy reactions, brief hit-stop on important attacks, and better player-damage feedback. The usual stack. Not noise everywhere. Hierarchy.
Because the core concept is relatively simple, I expect more polish around the entire presentation. Simple games live or die on feel. Every shot, pickup, upgrade, level-up, and reward screen needs to carry more weight because there arenāt fifty other systems distracting me.
The reward screens especially need to pay out harder.
Look at how Vampire Survivors handles a chest or major upgrade. Twinkly sounds. Escalating reveals. Flashing rewards. Anticipation. Then a big stupid celebration shoved directly into your face.
Itās almost casino-like, and I mean that as a presentation reference, not a monetization suggestion š
You donāt need to copy that exact style. Do it in your own brand voice. But when I earn something important, make me feel like I just hit something. Better reward sounds, stronger reveals, more movement, more anticipation. Right now the functional result is there, but the dopamine delivery could be much stronger.
I know youāre using Godot and this is a Unity asset, but FEEL is an amazing reference for this stuff. Iāve played with it and replicated the same general feedback system in my own non-Unity game. Worth a look.
The itch page needs real work.
Right now it opens with controls, then asks about the mailing list, then asks for feedback, then gets into changelogs. None of that matters until I know what the game actually is.
Tell me the fantasy first.
Something like:
Aim manually, mutate every weapon slot, and turn a precision fighter into a screen-filling arsenal.
Then show me a gameplay GIF. Seriously. Early build, upgrade choice, ridiculous late build. Bam. Now I understand the game.
Iād structure the page like this:
You played my game, so you already understand my philosophy here: presentation matters. A lot. People decide whether something is worth their time before theyāve experienced the systems underneath.
My priorities would be:
Thereās already something worth developing here. The weapon system has real potential, the music fits, the ships are cool, and the late-run projectile nonsense delivers the correct kind of Survivors chaos.
The game just needs to communicate its strengths faster and celebrate them much, much harder.
Oh yeah and in response to your other comment asking about how to arrive at a good hook or twist:
Obviously, this is another Survivors-like. Iād think about how BALL x PIT approached that problem. It didnāt just start with general popular roguelike ask how to make the formula slightly more unique. It took classic brick-breaking gameplay and asked what a roguelike version of that could become.
Your game already feels like it has a nod toward Space Invaders. Iād start there. Ask what a modern roguelike version of Space Invaders could become, then borrow whatever progression ideas you need from Survivors games.
That might lead somewhere much stranger and more ownable than starting with another Survivors-like and trying to differentiate it afterward.
Thanks again for playing my game!
This is all great feedback, thank you so much!
I went into this project thinking more about "what can I make" than virality or marketability, so I don't really know what the game's brand is, yet. I'll try to figure it out, going forward.
The web version is strategically under-juiced to try and keep enemy-bullet collision as performant as possible. I did plan on more juice for the PC build. FEEL is an excellent point of reference. Godot has some cool tweening functions built-in, and there's actually a great GDC talk about how to make more: Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations (It should work in pretty much any engine/language, since it's just lerp() + math.)
I guess the biggest surprise was the mouse movement? If you can tell me some good titles that use mouse movement the way that you prefer, that might help with my research.
My design philosophy up until this point was to make all the different control styles games usually have work in tandem with each other. If you let go of the mouse and pick up a controller, it "just works."I hoped this would let me avoid adding too many menu options for controls, but accessibility is important. I'll see what I can do.
Actually, the way the controller currently works, after you aim, if you take your thumb off the stick, the turret "locks" in the last pressed direction, and turns with the ship. Moving the mouse overrides this with mouse-aiming. I suppose I could make the mouse lock the same way.
The problem is, though, whether you aim backwards for blasting the guys chasing you, forwards to clear a path, or sideways for circle-strafing, usually it's only about 20 seconds, tops, before you need to re-adjust your aim on-the-fly, after the midpoint of a run.
Which, I suppose, isn't an insurmountable problem. It just means I need a dedicated "one-handed mode" with re-tuned game balance.
And, then, I suppose it's only a matter of time before I'll need to do all the other accessibility options, too. Ah, well. It's a good problem to have. It means people are interested in the game finally. Guess I'll start knocking out the easier ones.
(Anybody reading this who doesn't know what I'm talking about, check out https://gameaccessibilityguidelines.com/ for a gold mine of player accessibility best-practices for game devs!)
All great advice about the hook. I'm still not entirely sure about that specific pitch, though. I'll tell you why.
"Aim manually, mutate every weapon slot, and turn a precision fighter into a screen-filling arsenal," or any reasonable way of paraphrasing that concept, is basically just a description of the Bullet Heaven genre.
What really made me realize I was in trouble was Steam's Bullet Heaven Fest. Every theme, every art-style, every game budget, every conceivable niche has been occupied. We're in Red Ocean territory. Somebody told me mine was the best of four released in this specific game jam alone.
I even considered throwing waifus at the problem. I threw this together last night, (gee, I wonder what could have inspired me,) using a combination of Blender and Vroid Studio: (see image below)
Honestly, it's not very good. It's the kind of placeholder art I'd want a real artist to replace at some point, finances permitting. But, it would let me put a face on the cover image, which would attract more eyeballs and maybe more clicks. But it would also be a massive pivot, adding pilots to the game and focusing on them.
But after reading your advice, I'll consider Plan Waifu a last resort.
You might be right about the itch page being the problem. Right now, I get far fewer plays than I do views, after showing the latest build around on bullet heaven-specific subreddits. I'll give you plan a shot.š
Thanks again.
Why is she dressed like that? Uhhhh... the nebula is a massive distributed supercomputer. It treats passing ships as heat-sinks. No matter how much energy you dump into cooling the cockpit, it stays exactly 80 degrees. Yeah, that works.
First of all, thanks for sharing the accessibility guide! Iām very familiar with accessibility from web development, but this is a fantastic resource and filled in a lot of game-specific knowledge gaps for me.
Even an imperfect optional control scheme could still help players with CTS or other mobility limitations. Accessibility does not have to be all or nothing, and knocking out the easier wins first sounds sensible.
Also, to clarify my hook suggestion: I didnāt mean that sentence was your final, uniquely ownable market hook. Youāre right that ābuild weapons until the screen explodesā broadly describes the Bullet Heaven genre. I meant it as the first sentence on the itch page because it quickly explains what Iām about to play. Right now, the page makes visitors work to understand even that much.
The deeper differentiation still needs to come from what is distinctive about your particular game. To me, the most promising candidate is the weapon-slot mutation system, especially if the combinations create recognizable builds that players can intentionally pursue rather than just receiving incremental stat changes. The Space Invaders direction was another possible path to explore, not a prescription.
And lmao at Plan Waifu. I mean, yes, it can absolutely work. The first battle is getting somebody to click and play the game at all, and putting an appealing character on the cover or in a screenshot would almost certainly earn some extra attention. Even placeholder character art might improve the click-through rate enough to teach you something.
That said, if youāre not personally interested in building around characters and would only be forcing them into the game for clicks, then it may not be the right direction for you. Characters do not necessarily require a massive gameplay pivot, though. A pilot could initially function as framing, branding, ship identity, or progression flavor without becoming the entire design.
My extremely biased opinion is that not enough horny or suggestive games have genuinely good gameplay. Thereās a large underserved space between completely clean games and outright NSFW games for something cheeky, attractive, and character-driven that is also mechanically excellent and worth playing on its own.
But again, I may be just a tiny bit biased there. š
Either way, testing the itch-page restructure before making any major creative pivot is absolutely the right move. If the page communicates the existing game better and the view-to-play conversion improves, that gives you much cleaner evidence about whether the game itself needs a radical new hook or whether people simply werenāt being shown the hook you already have.
Gosh... the only ones I can think of in the last few years are Stellar Blade... that one beat 'em up with the cowgirls in it from itch a few years ago... that spiritual successor to Space Harrier... I'm sure there are some good ones I'm not familiar with? Female Protagonist is a big tag on Steam, and they can't all be shovelware or porn. I just feel like there's not a lot of exposure, weirdly. Youtube's algorithm punishes them, so letsplayers don't play them, so nobody hears about them? That's one theory, anyway.
Side note: I love how we live in a world where Stellar Blade and Neir Automata are dismissed as "gooner games," but literal NSFW game "House Party" was not only covered on Game Grumps, but literally has DLC with Danny and Arin voicing themselves in it.
Oh! Uh... that one chainsaw game! Not Lollipop. The other one. Where you fight a truck.
btw, I did a pass at reimagining the ships. They look more like traditional human ships, and they match the beauty render I added to my game's Cover on itch, but I worry that they look even less distinct now, shape-wise.
Yeah these look better and they still are cohesive/look like they come from the same world. I actually like that the red ranger doesnāt fit in the card there lol.
I made a pass at improving the webpage. You can check it out here: https://warpzone.itch.io/public-game-002
I've always been told to put the controls at the top of the page and the call-to-action first. But the controls should be in the game anyway, and the call-to-action only works if people already care about the game, which means they've already played it.
Making the animated gifs nearly killed me. The tools worked, they just made files that were too big for itch to allow me to upload them. So I settled on 3 seperate animated gifs with text headings between them explaining what you're looking at in the most hype way I could think of.
Haha yeah itās a pain.
ffmpeg and caesium are your friends!
Thanks. I'll look into it when I get time. š
Very nice game, it's fun :)
Congratulations ;-)
I recorded my thoughts in real time as I played, and went into detail on which upgrades I opted for, in the doc below!
https://docs.google.com/document/d/10-cDx0HDTeCNMoAE0FWYtGEkL4St1EAkKPWYaf0e7Y8/...
This is a fun game! It really isnāt breaking any new ground. This is probably the third or fourth game inspired by Vampire Survivors that Iāve played in this round of Feedback Quest alone. Itās also a game where you are a space ship and you shoot stuff in space, which is a concept that has existed since the dawn of the medium. With that said, in terms of execution, this is the most fun Iāve had with one of these Survivors-likes. I think the different starting classes add a lot of depth to the game as well as a good deal of skill expression (I really liked starting with Cerulean and I felt really skillful pulling off my shots), and at first I felt the weapon choices were really shallow, but with the different modifiers on each upgrade round I soon found a lot of depth in how I choose to build my character. It would be nice if there were maybe some other types of modifiers beyond just new guns, but for a shmup like this I can live with being given a horrifying arsenal of blasts in all directions. In terms of balance, itās easy to make a build that feels overpowered but I think thatās okay, itās sort of in the spirit and appeal of a game like this. I do feel that the permanent power ups are hit or miss though. Regen feels completely broken, I got two of those and it felt like I could top myself off from a hit after only a few seconds. Feedback could use some work too, I think the screen shakes a little when you take damage but I think a unique sound effect is basically essential. Beyond that, this game is pretty fun, and once I sat down to play it I had a great time and was dying to play more, but I do fear it could struggle to stand out in the crowd. If you can get past that though, itās a very good time.
Thanks. I wasn't really thinking of virality or market fit when I came up with the core concept for this one-- only what I thought I could deliver. It's gratifying to know that at least I finally nailed the fundamentals.
If you think of a twist that could help it stand out, please do let me know.