Heyo, yeah this entire game was more of a joke project, born from how uninspiring I found the jam's themes, which were "30", "triangle", "winter" and "confession of love". Out of a bit of frustration and spite I just threw together something stupid that combined all 4 themes in a silly way. This is by far not my greatest work, it is very flawed in its concept and a lot of the game's problems come from having to control 30 Reimus at once. The ability to hold your formation only exists because trying to realistically dodge *anything* while controlling a line of 30 Reimus would be nearly impossible, and the system means that your damage will scale *30-fold* which makes for very poor balancing. Sure, there are ways I could work around that sheer difference in potential damage, but this was a jam game, and in any other situation I wouldn't even design the rest of the game in the first place to begin with.
The blandness of the bullet patterns comes from a similar place, it was because of how big your hitbox would end up being and also just to keep things simple to save time. I don't think the tutorial you sent will be necessary, as I've already developed a more intricate bullet hell system before making this game, which I took some snippets out of for the bullet behavior for this game. The issue here isn't a lack of knowledge, it's a lack of trying, lmao
I've seen a few select people complain about the boss's charge attack. The way it works is it starts spinning to let you know it's about to perform the attack, and then once it starts moving backwards and accelerates back towards you it has already locked in it's trajectory, so once you move out of the way at that point, there's a guarantee you wont get hit. It felt intuitive to me when I implemented it this way, and I feel like if I encountered an attack that works like this in another game I wouldn't struggle to read it, but I guess not every has that same expectations. Of course, I also think a large part of why people might be frustrated with the charge attack is due to how punishing getting hit by it is as it can indeed instantly end your run, which is also due to the games already flawed design. I didn't bother doing anything about it since once you know how the attack works, dodging it is basically free, and it's also kind of funny to have all your Reimus explode at once lol
Since you came from the Discord from me posting my itch link earlier, I'm assuming you just played the first game on my account that was listed, but i suggest you check out some of my other games, as they're much better in execution in my opinion (which doesn't mean they don't also have flaws, avoiding some design hiccups in such a strict time frame ain't easy after all). I think my best examples would be Drunk as I Like, Cirno's Perfect Punchout and Mokou in the Chambers of Immorality.
Anyways, thanks for commenting!










