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jamayk

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A member registered Jul 31, 2018 · View creator page →

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The flipper stuck bug should be fixed. Ty for bringing it up!

Dominion <3 Didn't even knew there was a Steam game, we do have the old boardgame, 10/10.

Don't undersell your game (I would totally do the same haha), it's in a good shape and it has it's own DNA like I said. And bugs be bugs, always from 0.1 to 1.0 right? And it's normal to get inspired too. 

It was mainly where all the tooltips, flow, intents, map design and icons. Hell, even Slay the Spire 2 (I know you're avoiding it for now, you said it on stream) looks way too much like Slay the Spire 1 for my taste. I wish they took a bit of a risk and innovated a tiny bit more. 

On the other hand Monster Train took the recipe and added some of their things over STS1 (clear direct inspiration) to a point where it didn't feel like STS1. That's what I meant. Sadly if I had any good ideas on how to spin STS1, I would try it myself haha, but I don't. 

But I'm sure you'll find it piece by piece, especially after you are done with the 'base' game and ask yourself - NOW WHAT? 
Good luck my friend, fingercrossed!

Good one, I'll try it again later down the line to see how it progresses.

I really like the setup, the graphics, and the all around LBP/Unravel vibe. It's a cute aesthetic and the other elements that come down the line fit into the theme too - like the binding mechanics (and the other card morphs) are cool, both as gameplay but also the satisfying animation that creates the morph action. I like some of the fresh card types and their design, and some of the relics too. There's also a good bit of satisfying moments, visual plus sound - deck shuffles comes into mind - all these tiny details add up <3 

You might want to test it on ultrawide; and don't worry, a lot of big title don't do this and it's an early build too. The end turn button action area being off by 60-70%, I have to click someone top right of the button or outside the button to get the hover click action. And on the very same topic, the map shows nice in the midle, I can see how much it was done for the FHD, but the edges of the screen are white. And there's some other overlays that don't cover the screen well on ultrawide. If you don't want to optimize for this, you can lock the title on full hd even on ultra wide, and have black left/right, rather than have the game be visually broken. 

We really like Slay the Spire 1/2, I  had a joke on your stream that we called Steamdeck "the Slay the Spire machine", bought the boardgame too. With this disclaimer out, I felt it was a bit 2 much like STS, from tooltips, to actions, to map and even the encounter/rest icons. Now this was a good thing for me to test the game, I felt at home, but as the game dev goes on maybe you could stray a lil bit more out of STS so I don't get this insta vibe that it's a 1-1 copy (I know it's not, it's just 2 familiar on some parts). 

All in all, a well thought take on the genre that has it's own DNA, keep at it and good luck with development. 

Cheers!

Thank you very much!  I'll investigate the flipper  bug. 
Also on mobile I wanted to force landscape and fullscreen when Wave1 starts; if it didn't, well, that's another mobile bug to look into. But game looks good portrait, so I might just give you the option to play it however you want it. 

About the color change, that's intentional. You have to hit the ball with a bit of force to own it. If you just touch it or stop it, it won't become yours. 

A masterpiece! I have hundreds of hours in vampire survivor, brotato, death must die, megabonk etc and I had my share of clones in the genre but this one has something to it. 

The weapons felt good, punchy, good variety and feedback on enemies taking damage. 

The audio is amazing, both sound effects but especially the soundtrack - I get the vibes from buckshot roulette when entering the club and going to the table (loved that part), except now it's all the time. 

Progression felt good, the only true brutal part was the beginning when you swarmed us - good joke. 

I don't have that much negative to say, keep at it. Oh, maybe the plasma gun (I think so), the one that makes a big sun circle, it was a bit 2 much. And I'd love it if the text that gives critical info (tooltips/upgades) was a bit clearer - at times I had to focus a little extra to read the text, and ofc then understand it.  I wouldn't despawn the currency on the ground, I understand it forces you to loot the areas you've cleared but I like to take my time and kite sometimes, just to find I get NOTHING :D

All in all, an amazing entry. GG!

Hello cousin! I really really like your game. I know it's early and I only tested ~ 20 games, but so far this is the best I've played at FQ9.  Great vibes, loop, graphics, sound everything - I followed ya and I'll be back another time for a shot at the leaderboard. GG!

2 minor things, both controls wise. Please put pause on TAB for embed browser game, since ESC will get you out of FS. And also the upgrades between each round, bind them 1-2-3-4 or smth. I want to be able to sit back and not touch the mouse if I don't have to.

Anyhow, great entry. 

Thanks for playing! <3

The game was made for PvP, especially 3-4 players, steal their land, make good choices after each wave, look at leaderboard and see what abilities and builds score better etc. It has a bit of depth behind the 2 flippers and one shake ability. If you had more control, then you would have guarantee goals and you would pick up exactly what you want. 

But this is super good feedback and if there's something that is clear - I should add a tutorial. Now there's only a 'how to play' page that's a lot of info, all at once and quite cold unless you visit it AFTER you played the game once. And the question is, how would you know how to play it the first time,  since nobody starts with 'how to play' :D

Thanks again and gl hf!

Cute concept, and I liked it a lot at start - reversed Icy Tower, a title that I love and used to compete with my friends for highscores (btw, there's a new Icy Tower inc soon on steam). But after 3-4 runs 5-7k I didn't like it as much anymore :( 

In my opinion the game has one big flaw - it does not reward skill end game. Everything becomes a gamble, it's so fast and you take leaps of faith hoping a platform will come under you, and that it's not spikes. 

And another thing, connected to the same topic. You collect 20 lives just to see them popped like candies one after another in a span of 20sec, just to get another 200-300 more points.  And most games end around the same score.

I'd slow the game down. Maybe add some difficulty from ball inertia, it's 2 responsive atm. And think of some other ways to make the game harder, for real, not only by omega scroll speed.

GL HF, nice share!

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Very good concept, nice vibe and sounds! GG

On the feedback side, everything is tiny. I run a 34 Ultrawide screen, there's so much space yet I could barely see the dice (I'd go 2-3X on them). And same feedback goes for UI, shop and everything you buy. And I'm not a fan of fancy font styles when you actually have to read the text - for combat text, some intros - fine, when there's tooltips and critical game info making it easier to read should prior over artistic fonts. I think this made the first few minutes harder than it could've been.

But the game concept has potential; gl developing it and thanks for sharing <3

Satisfying game loop and sounds, click click, mine mine (actually I used the HOLD option, appreciate you give choices). I wanted to stop around room 40-50, played till 90 and I would have kept on going if there weren't so many other entries to be tested. 

The progress is a bit slow, either some faster  upgrades to mine easier or more idle mechanics so the game picks up some pace. 

GL HF!

I like trains! It reminds me a bit of Choo Choo Defenders, though that's a pure autobattler. 

A lot of enemies are reaching the middle and the rail loop is fast enough that it could have been a static TD in the middle. I'd make use of the rails, make them longer and reach more diverse areas, enemies move slower and this way the train cycle brings hope of killing X on Y on the other side of the map. 

Also you could try save settings in PlayerPrefs, they reset after each refresh. The game has a bug with fullscreen toggle, it often bugs and hangs when maximized. It didn't work on ultrawide so I had to play it minimized.

GL HF with your game <3

Is it bad I've got 3 Fs in a row? :D Cute concept. 
Can you please add a FS button or at least make the background of the itch page darker?

GL HF!

I liked the vibes but it needs a more work across all fields to make it a smoother experience.

I'd move the settings panel from where you have it now. I've opened it so many times while trying to find my next unlock.

And while at UI/UX, I wish there was a 'lock' panel checkbox so I can play the game and click away, while reading what some of the Vassals, Rites or Covenants do. Especially early on when you have to click, it felt like a chore trying to read what to invest in next with the FOMO running in the background. 

I wish there was an earlier 'auto-attack', some of the passive income deserve some visual feedback and that could be one.

The Covenant tree, when you hover the nodes sometimes it goes bananas and flickers up and down. 

Rites with #notinthegame label - a bunch of them. Display them when they actually exist in the game.

It wasn't clear from the start that I didn't had any Ichor's, I guess I got tricked by the +X at the top right and I tried a few times to either Long Death or to get a new Covenant. I thought it was bugged.

I stopped after first Long Death and purchasing Soulweight 1. 

Sorry I had so many observations. It's not like I'm a master of Idle games; it's just feedback that I think it will make for a better experience. 

Good luck with the project!
 




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No, you are breathtaking! Thank you!

As I was saying to Youssy too, a major update is inc that I've been working on during voting lockdown.  Besides the big AUDIO overhaul (that one took around 3 days), a lot of the bugs have been fixed, meta update, the curve has been softened (easier early and super late game). 

Revamped the rarity system, well we had one but it was glitchy. With a bit of luck you could highroll a legendary 2-3 ability early game and watch your game be broken for the first 10 minutes, now you cant even get epics/legendaries early on unless you spend some LVL up points into increasing your rarity, but you don't want to spend those points early on, you need towers and basic upgrades. 

A lot of performance improvements too. 

------------

Now I have one more dream, around 200-300 wave, tbd, to unlock an  Ascendance system where you start over but it's  harder, though you have some perma (rogueLITE) points to invest in a tree. Scaling to infinite with more and more units and more projectiles doesn't go well performance wise and music / clarity wise either. Time will tell if this will get implemented, but if it does that would make it the final vertical slice I had in mind. 

Thank you very much <3!

I actually just finished a major update that's been in the works the entire week while the uploads were locked. And the music was fully revamped, there's a general metronome beat and each tower can hit every other beat, or every beat, or 1/2, or 1/4 or 1/8. But the most important thing is that a tower will hit if it has a unit in range AND when it's the turn (sound wise) to shoot. 

This means I had to remove ALL ATK SPEED modifiers from all card upgrades and support towers. And each tower on it's upgrade life from Common1 to legendary 4 goes up in clear musical incremental steps common1 to rare4, then reset (makes up with dmg buff for the reset), then again epic 1 to lege 4. 

The results is something that sounds a bit more like music to the ear, and all instruments (the towers are being rebranded) can only hit the 4 most known chords (G Major (I) D Major (V) E minor (vi) C Major (IV)). It's not there where I want it to be, but it got way closer; I'll upload new build tomorrow after lockdown is over. 

  • Blob blob blob - loved all the sounds! Unpopular opinion around, but I actually enjoyed the inertia based movement and bounce off the walls. 

    Cute game concept, right on theme. Well done!

    Very good entry, gratz! A complete game.
    Good bubble mechanic, nice visuals (loved the bubble) and sound was awesome too.
    Well done!

    Gratz on your first Godot project! Boss had a true bullet hell vibe; the audio part was great too. 
    Maybe the lemons get smaller and smaller on both you and enemies, as you the shrink happens. 
    GL HF!

    The pill reminds me of good old Dr.Mario. Maybe middle mouse would flip it 90, and it does smth different when horizontal, then another 90 and you are shooting with RED now (that's a different projectile type too).

    Hopefully you will continue this after the voting embargo and get it to the point where you wanted it to be. GL HF! 

    Nice entry, clean UI and overall scene. Nice SFX and little details, projectiles, particles, splashes. Good upgrades.

    On Soundtrack, perfect vibe, I'd make a few more variation on the theme so the segment that repeats is a bit less repetitive. Early game, I'd increase a bit the enemy density; in 2 separate runs I'd travel a lot of map to find something to hit. 

    But I liked it, GG WP!

    A very polished experience. Not the only shump entry in this JAM, but clearly shows how far you can push it if you put a lot of effort in. Well played.

    This is the kind of game I'd play in an Arcade Room in the 90s :D
    GG

    You can totally look down on it and punish the use of AI here or on others game, I'm not trying to get you on my boat; I'm not even sure I wanna be on this boat either. And vote with your wallet too. 

    Just don't assume everyone is out there trying to be a cheater, give them a chance.  But I think you got that already and I'm grateful for that. I honestly think I got some good reception considering the use of AI, so Ty Bullet Hell Jam too. 

    Thanks again for carrying and GL HF developing awesome games. And sorry for my  wall of text, I cringed a lil bit after I re-read it but the main idea was there, just TMI :))

    Cheers, 

    j

    Very good game! At start I did not understand how I died and I wouldn't be paying attention to my own bullets either. But this could have been also the fact that I kept trying to read all he quotes on the wall and the combat text quotes, and there was a good variety of these too so I guess suffering from success? 

    After a few tries (not hard, not easy, maybe it could be a tad more intuitive at start) the game opened up and with a bit of grind I'm free now, at least my mind is. 

    All in all quite an unique experience, where theme, sound, visuals and writing go hand in hand to offer a bit more; you get to stop and think for a second 'what did the author mean there', and that's a good thing to have in a game.

    Gratz, well done!



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    What a GEM! I think there's like 2-3 games that are absolute top at this JAM and this is one of them.
    Before you even start the game, you can notice a few basic options and details, like hovering the quit button, such an elegant detail (same when you die but at different speed). And then the transitions too... 

    Everything audio related was amazing, but the soundtrack was really impressing. I would have posted this reply ~ 30' ago, but I keep jumping from video to video on Ansimuz's youtube channel, went to check out the audio, stayed for the dozens of cyberpunk city timelapses. So thank you for that, putting light on some amazing creators. 

    Back to your game, everything looks so good and it's so clean. You know what you have to do at any point, what stage are you on etc. The units, splashes, shakes, effects - style and executions are very good. 

    At start I thought the SHRINK mechanic wasn't enough, till I had better survive rate with last life in 2 consecutive rounds. Oh, I guess size do matter! as in easier to dodge them bullets. 

    And yes, I can do better. Thanks for believing in me <3

    GG



    A complete game, big gratz!

    The only serious issue that I had was the dash on mouse (space), but it looks like it's a known issue and swapping for a controller fixed them all; nice use of kenny.io too;  appreciated having pause/settings too.

    The soundtrack, graphics and vibes were amazing, it felt  energizing from start to finish. The upgrades were good, so were the units and boss encounters. 

    The only problem with it is that I wanted more. On a more serious note, I wish it had keybinding options or at least at least 2-3 predefined control schemes. One could be WASD for movement and all abilities on right hand. 

    Game has a nice atmosphere, looks and sounds great, and more important it played well too. The game never seemed unfair, maybe a bit too easy on first part.  And I liked that it had a story too.

    So GG, nice game! 

    Nice theme and atmosphere; for sure the last one was fully packed, with little to no places to run at times. HELP

    2 little QoL:
    - volume was a bit loud, lowered the headset volume nps, but you can look into a basic audio slider
    - I had to go into a call, hit P/ESC, nothing. Died afk. So maybe a pause, I find this more important than the audio slider. 

    GG WP

    Thank you <3

    Thank you!

    My other game that I've done last year, still WIP, takes place in a 2D cyberpunk city. So your sound/visuals landed super well with me. 

    Thank you and I might be back for your godamn leaderboard! Just 2 many other games that I didn't get to yet, and I'd like to do that first. 
    But I appreciate you see the blend I was aiming for.

    NO NO, THANK YOU! Your project was nothing short but amazing. 

    I got some of my friends hooked on it too, past 3-400 wave and I'm considering a roguelike part where you reset but it's harder, since scaling gets harder and harder 250+. But then again, as soon as I get some time, I have some more ideas in the AUDIO part that I've been putting on paper and that's going to be my first post JAM major update. 

    Thank you!  I replied to VinnyPots above, regarding where I want to go with the audio. If I'll ever get there. 
    Also, I've seen you reuploaded your game, didn't work 2 days ago when I tested it, will have a look at it later tonight, after work. 

    Thank you! Selling tower is one of the top requested features among my RL friends that tested the game too. I was trying to be a bit more hardcore (there used to be a card that removes a tower but it's disabled atm).

    A lot of more work need to be done but for now I'm happy the builds are locked for review, I can take a little breather. Also, remember you have a CryptRat to beat xD

    Thank you! I have worked really hard on that part and it had 4-5 iterations. 
    What I'd like next is to move even more in this direction and maybe add a global metronome to the entire game where the towers don't just hit when something is in range but rather they hit if something is in range and use the length of a note.

    This means I'd have to fully remove ATTACK SPEED from any cards and modifiers and have a tower just have options to be  full, 1/2, 1/4, 1/8. This way it's a little bit less random. That plus the already working it - 'all music use the same 4 chords' part, and hopefully the audio experience will be even better!

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    Hej hej and thank you, it shows that you care and that is very important for the gaming community overall, so keep it up.

    I am grateful for being part of this JAM, having my entry accepted and pushing myself with all the other devs to deliver a full experience. 

    My background and passion comes from a different angle and maybe sharing a PoV helps. I do not try to normalize AI but I need to be up to date in order to survive (not as a gamedev, this is a side hobby activty but in my field). 

    Before it gets any better on ASSET and AUDIO generation (there are crazy tools, we just don't have acces to) - so ART, first it came for all the classic development. And this is SAD and I would never try to defend it. The coding layoffs became the norm, at way way way higher level than in ART, because coding tools not only are accepted in the industry, but now it's required you are confy with them as part of getting a job or project. 

    And while I'm older (close to 40) and I code less these days and plan/organize projects more, I'm a bit worried about the future of DEV since this area I know and understand a bit better. I was having recently a talk with a friend that's teaching at a tech university and the conclusion was that the workforce does not need JUNIORS anymore. Unless you need to grow 3-4 super good students to know the ins and outs around and carry on the legacy (and don't end up with a magic black box source code), AIs in the hand of a few experience developers can cover up for a dozen of juniors. And this is a tragedy because youngsters feel the need to also jump with Claude and stuff and end up not understanding wtf they are building, but they are just trying to survive. This is a recipe for disaster but then again we've seen it a few times in the past. 

    At some point webdev used to be pure (back in my age granpa), but then all sorts of layers and frameworks arrived so new devs only learned those tools, right and it looked like a disaster too. But before that there were assemblers, and layers and layers of tools and compliated libraries were added so the code looks and gets structure to make more sense. I don't know assemblers, I used to make it at uni but then never used it ever again. 

    So from a dev perspective, I have at times this "WE're DOOMED" feeling, nobody will know to fix our AI code but AI, the end is near. But I think humanity will thrive and adapt, we always do even if sometimes a bit too late. It's just we don't know how to transition and what elements will leave or stay from our current pipelines.

    To touch the ART part, my late father was a guitarist, my brother is a sound engineer, my wife is an artist, my mentor was my art teacher from 10 -> 16. I tried to learn the piano (big fail w/o musical education) and draw and stuff, at least ART has always been part of my life and I have learned to appreciate it and  taste it in my own ways. I think AIs are coming after this too, it's just a bit behind since coding was more abstract and easier to automate. And this is PURE SADNESS. Let's not talk about content on platforms, I'm sick and tired having to filter each youtube that I open - is this a super low effort full AI made video that's been spit into my feed or it's actually good content? 

    And everything I've been saying about DEV will be valid (if its not already) for art too. 

    ---

    Now that hopefully we're best buddies and in the same boat, let's talk about games.

    I have TENS OF THOUSANDS of hours in games, I am not kidding, it has been a blessing and a curse, from Commodore 64 and NES, to all console generations and PC, I have seen them all. I Have all consoles, switch, steamdeck (LOVING IT), Oculus (meh) and around 50 board games too. When I open a game, I judge it based on how good of a game it is or what does it tries to be. I buy all possible early access titles, but super early and love to compare their 0.1 with 1.0 builds and usually good games have the DNA in them from that prototype. 

    There are so, so many ways that can make a game bad. AI slops is the newest ones and itch and steam are full of it. But we also had years of asset flip, another plague with often the same results. But hey, what about cloning games? Is DOTA a nice custom map in w3, let's do hon and league and dota2 and hots and smite. Did PUBG exploded (well it was more ARMA with Dayz), let's make fortnite, apex, warzone. 

    But the worst clone case for me is Vampire Survivor (we're in Bullet Hell anyway, and I know this is not the first entry in genre but for many it was and I love it personally) - everyone had to make a clone for it, and it's still happening years later. Yes, sometimes a good game comes out of it, I have hundred of hours in Brotato and Danger 5 cleared on half of the characters - maybe death must die was decent too and megabonk... but there's also HUNDREDS of clones, I DON'T LIKE IT. 

    What about monetization? Oh, 10k hours in dota2 over 16 years span, I COULD HAVE BEEN A PLANE PILOT they say with 10k hours in. I loved the first battlepass that they added, and the way the funneled the price into The International, it was organic, it was magic. I detest how everything today is a battlepass and why not loot boxes. GOTCHA! This is another plague. 

    What about putting up content on a conveyor belt where coders and artists are consumed and have to release a new game (with or w/o AI) every year. Do you need a new Fifa game and ulitmate team, you don't. Yet they do that, they fight for your wallet and attention. 

    Bad AI use has been the tip of an iceberg in an industry that turned creativity and joy into a cash grabbing machine, with MBAs and Psychology at the top on how to squeeze you more. And this is the real tragedy, not only AI slops, but ALL OF THEM COMBINED. 

    ---

    For me AI is just a tool, I adapt and learn to use them right, to combine the best out of all to create a good experience and learn whats all the fuss about.

    Did I create a good experience, maybe not 'but I tried, didn't I? Goddamit, at least I did that" (good movie). In the last week of the event I have pushed around 12-14h a day, till 4-5AM, just to continue from 9AM, a bit of work for main job, then back to my game since we had deadline. Hell the cards balance, and they are still off, took me 2 days of straight wor and those godamn sounds, trying to make the user to 'make the sound' while playing the game was so hard and I'm so far far away of what I want to do here. I'm in love with everything procedural generated, and I don't mean some map in PoE or Dead Cells, Minecraft or Rimworld (love all of them btw), but rather No Man's Sky procedural level. I want to use AI to learn and iterate faster on the procedural area, and learn what can be done. This is my 2nd game ever as a hobby, the first with AI - there could be a a 3rd, time will tell. 

    So this is the only part where I say your detective work was a tiny bit insulting to the effort end ethics (you can still be agains AI, you can score me with 0 stars etc)! But I didn't lie, I never tried to hide what I was doing, got huge disclaimer day 1, I never said to be doing anything else than what I was doing.  You don't have to be disappointed nor to assume that I was kinda lazy or deceiving or that the stupid story and concept were not my personal ideas (I was proud of it oups haha). Maybe if I wasn't so upfront with everything, you would have said, yeah, a bit off but I had fun clicking the belt and that would have been it.

    I can tell you hate AI work and that is great. But NOTHING about this game was low effort on my side. Yes I used AI tools, I used claude, I used gemini but they are SO INCREDIBLE STUPID (especially on art and sound, or maybe I don't know how to use them, or maybe I didn't had access to more advanced tools). 

    I took the time to answer you because I do think you deserve a clear answer not just haha FU, survive, adapt (I don't think that's true btw, I've seen that on reddit a lot). I care about gaming, I'm passionate about it and I think navigating type of AI use will become just as comparing asset use, monetization, copy cats and the list goes on - is the product trying to be any good, maybe. And I don't say my game is good, I'm saying we have to be open that not everything that says "I HAVE USED AI or ASSETS" is a bad product or deceiving.

    And now I'm behind 1h with main job, it took me 1hour for this reply (AND THIS IS ALL YOUR FAULT hehe) on top of last week half asing my work just to finish my game. 

    Much love and keep the good games flowing. Cheers,
    J

    PS: OMG. HUGE wall of text, english not first language; sorry if it goes places, I hope I managed to share my POV; I don't want you convince you of anything, but just show how it looks from my side too. 

    As a sucker for cyberpunk/blade runner, I really enjoyed the atmosphere, both visuals and sounds. 
    Well done! 

    Oiiiiii, what did I just play? I feel like reviewing every game is like - oh, nice graphics, and sound, and polish and loop (and it's true, a lot of them bring a lot to the table).  This one has some unique DNA and I think you should pursue the idea a bit further with more content and polish, maybe look into more than just a JAM vertical slice. 

    It took me a bit to get it, mainly because I didn't read game's description, I just hit play.  But this is not a tutorial fail but rather a strong point, as you 'discover' it. 

    Concept wise, this is the game for me. GG!

    Very nice game. You've got my attention from the main menu, from the soundtrack how the menu items look and animate. Such attention to detail. As you get into the game, the loop is interesting and fits the theme but once again I got sidetrack studying visuals details and for me, out of all, the parallax background was le piece de resistance! GG

    Awesome project, Gratz!
    I liked the way the character feels, moves, the ammo collection and overall art representation.  And the attention to details like the eyes or shield on the wall as you progress. In one of the good runs I (intentionally) didn't pick the ammo from prev room xD I loved it, this is how you learn. 

    I think it's fun to shoot backwards w/o turning the camera (you do see bit). It makes it for a more tactical in-out situation, where yes, I go in to pick some bullets or kill an enemy but I need to retreat to the back of the room since I have a better overview of the entire fight. This is not professional advice nor did it influence the rating, I personally made a goal in 1 run of not turning the camera and I liked it. 

    Once again, GG!

    Enjoyed the game, but it was the leaderboard that got me back 3-4 times. I might be back!
    Nice concept and art. Well done!