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My reaction speed is not what it used to be and I've been stuck on the boss so I was wondering does beating the boss just require grinding for better guns?
Thanks for checking out the demo!
Here's some tips for getting past the boss:
-There are 2 special weapons in the demo, the shotgun is along the critical path but there's another that you may not have found. if you do have both, try switching to the one you're not currently using, they're both viable. The only guns you can get from grinding are the pistols, and they're not much use in the boss fight with all that special weapon ammo lying around.
- Your movement speed changes depending on weather or not you're shooting. Try to stop firing and focus on dodging the bullets if you get surrounded.
- You can reset your respawn conut by visiting the checkpoint. If you're having to make your way through the enemy rooms before the boss a lot, you can just go back down the portal and hit the checkpoint when you die so that won't happen. (this technique is a bit sneaky but most players figure it out)
- With bullet-hell games, i find it easier to focus on your player character, rather than the enemies. Shooting enemies is kind of a secondary priority behind dodging bullets. With the boss being such a big target you can hit him without even looking most of the time.
Hope that helps!
A couple of recommendations:
1. It would be awesome to have voice FX for the character, one liners or any soundsif she is hurt. Feels really empty playing with her. You could try contacting Melissa Medina (@melissamedinavo on twitter) she is a professional voice over artist, she worked with a lot of games and she could give the protagonist a huge boost personality wise.
2. A nice detail to have is regarding the damage that she gets during the game. By also reflecting the damage in her character model and not only in the portrait on top, it adds attention to detail and helps with the immersion!
3. The music seems quite generic and repetitive. I hope its more of a placeholder for the demo than the real deal!
I like the idea of a Doom Dungeon Crawler and I loved the look of the protagonist. I am recommending your game and I hope to play the real thing soon!
But between the art and the music... well, you got me. I only add games to my wish list if I'm actually likely to pick them up in the future, and this one made the list after about 10 or so min of play.
Just, bravo so far.
Cooper-
While you probably won't hear Maria, the protagonist make any quippy one-liners in the final version, (she's more of a silent protagonist à la Link or Doom Guy), I will be looking into getting audio feedback into the game that better incorporates the character herself.
I don't understand. Also somehow if you click the dash button fast enough it would dash twice.
Lastly, the boss fight is just unreasonably hard. (1) instead stack the room with ammunition, why not half ammu and half life supply? Character dies within 3-5 hits I don't even understand what's the point to put so much ammu in that boss room (2) Sorry but the respawn thing also looks like a joke to me. Player spends lots of bones for that respawn chance only to find the boss also "respawns". What's the point? Just for the convenience of that portal?
With these points I mentioned above, sorry I'm not gonna buy your game. It doesn't feel fun at all.
I checked out the demo on Linux via Proton, had too much stutter while playing with a 5700XT (very complex games use to play fluidly), otherwise I would buy full price as the demo felt great.
As a solo devel you must feel extremely proud. Executing such a special balance of in-game dynamics is something even well paid teams aren't able to do.
Any plans for native support down the road?
It would be ideal to have the game running in as many ways as possible, but at the moment windows PC is the focus and console porting will be the next thing to look at.
We're just waiting to get the console ports finished before releasing the PC version.
And this is where it all falls apart, because I can pet that cat but it never helps me shooting enemies either, and I can pick up keys to open doors, but I don't know the way. It felt lonely. And empty. No companion, no friendly arrows on the ground guiding me to the nearest KFC, and the enemies look purposely ugly. I don't know why people do that, please.
There is a dissonance in what I expected from the product page, and what was in the package. The character didn't look as advertised. The game world looks good, but the pacing is really slow and gunplay wasn't fun. The special weapons felt better, but the ammo is so limited there is no Dakka feel. So I just avoided their use. because it feels bad when someone constantly shows you the candy, then takes it away. People want to hold the button and mow the lawn.
Maybe with more drones and guided missiles it has potential. Like R-Type. But the early game felt just grindy, guess where to shoot and dodge pink candy. The slow bullet thing works better in Fortified Zone. That's for gameboy. You get to do bullet riddles.