Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I think the idea of an on rails shooter metroidvania is really interesting, and the aesthetics were cool.

I'm not sure if its just because I'm not used to playing games like this, but my problem is that it was super difficult to navigate around and know what to do (which I think in this case the art style maybe made it even more difficult by simplifying stuff even more).

I managed to reach the the 3rd area (lattice zone?). But I just couldn't get past it and it was really bright so it was even more difficult to see.

Some other small stuff I noted: probably make locked "gates?" more obvious, it took me a while to figure out what they were, as they only had a subtle bubble around them. Maybe make your projetiles a bit bigger too? It was a bit difficult to aim to enemies, specially because they were kind of small (could also be I'm bad, my only experience is star fox 64 which did that)

playing it was super interesting, and seems hard to pull off this idea, which makes it cool to see if you can improve on it.

(1 edit)

Thank you for the feedback!

I think I know which room you're talking about. I kinda agree that it's too bright, but I guess I just got used to it. You don't actually have to go to the lattice zone first though, the game's pretty non-linear. And if I am right about which room you're talking about, there are two tracks you can take after entering it. It doesn't really matter which one you choose though, since they both have the same exits, and there's only one exit you can use at that point in the game. The other rooms shouldn't be as bright.

For aiming, that's something I've had a hard time getting right in general, so I'm not that surprised to see it's an issue here (unfortunately). I did try to account for it though, there's a square reticle that appears over unshielded enemy weakpoints if you're aiming at them.

Also I see where you're coming from on the gates. It's not really explained, but locked gates don't point at their partnered gate, while unlocked gates do, so that's another visual cue you can look for.