Currently exploring non-violent game design and motifs.
Did you consider doing a mushroom cloud in the distant background? :)
Did you consider doing a mushroom cloud in the distant background? :)
3) The mobs seemed very easy to destroy; which seemed out of sync with their quantity. So I would expect either slightly tougher enemies (more HP) with their current quantity, or up the quantity but keep them easy to kill. Maybe the game gets more frenetic a bit later than I played?
3) The mobs seemed very easy to destroy; which seemed out of sync with their quantity. So I would expect either slightly tougher enemies (more HP) with their current quantity, or up the quantity but keep them easy to kill. Maybe the game gets more frenetic a bit later than I played?
2 continued...) I think you can communicate most / all of the game logic through the bullets -- their size, color, shape, rate of fire, etc - allowing you to potentially remove stuff from the screen and communicate "realtime" the player's buffs.
2 continued...) I think you can communicate most / all of the game logic through the bullets -- their size, color, shape, rate of fire, etc - allowing you to potentially remove stuff from the screen and communicate "realtime" the player's buffs.
1) I am not super familiar with this genre but a few quality of life issues that came up for me: the level up banner covers gameplay and since its so frequent it covers gameplay a lot! Second: there are a lot of stats and progress bars, but i have no idea what they mean.
1) I am not super familiar with this genre but a few quality of life issues that came up for me: the level up banner covers gameplay and since its so frequent it covers gameplay a lot! Second: there are a lot of stats and progress bars, but i have no idea what they mean.