Well done!
The fact that you need to collect the fish to get to the boss is rather annoying, I did it first time without being notified, the second time around the game asked me to do it all again, and I was like "nah".
Well done!
The fact that you need to collect the fish to get to the boss is rather annoying, I did it first time without being notified, the second time around the game asked me to do it all again, and I was like "nah".
Thanks for the feedback, LunaticDancer. My intention at first for the game was that the fish would be optional collectibles, and if you got them, you'd get an alternative ending. However, due to time constraints, we could not do a satisfactory alternative ending, so it ended up like this (with the fish being mandatory). Sorry for your trouble, we'll consider that for our future games.
Woah there, what an excellent idea!
I can see it turning into a near 4X experience. I'd make a symetrical random generation to mix the game up a little. Without it, it will turn into a game of who executes the perfect strategy faster, once the strategy is figured out.
Thanks!
symetrical random generation.. I'm planning that.. It will be in the EXTRA version.
https://www.kickstarter.com/projects/1759116142/lazergrrl-extra
Also, some poeple on the Discord have gotten *very* good.. Just like chess there is no perfect strategy, every strat has its counter.. The best player is the one who counters their opponebnt most effectively
I doubt you own the background image.
It's funny how you add velocity instead of replacing it, it's both good and bad, but the bad outweights the good. There's much needed to be added, but still, congratulations on making something functional.
thank you it's my first game
Wow, didn't ever in my life expect to see a Freddy clone made in Scratch.
What to say - it isn't even functional, stinks like shovelware.
did ya read the controls in the desc?
Quite enjoyable!
Liked the artstyle, almost liked the music, the gameplay, while really simple, didn't become boring too quickly. I don't know if you know, but the spiders don't despawn, allowing for infinite grind until you are overpowered.
The game has some minor design flaws, like shields being completely unviable, or the spell description giving more of a flavor than actual explanation what it does, but still, very solid game.
One major flaw I can recall is the rather incorrect use of this perspective - there are no shadows, so you can't really feel where the hitbox of the projectile is, and also not being able to go behing a wall felt a bit wrong.
Great job!
I see. I will think more about that in future games. Thanks for playing!
The idea is kinda there, but it's barely fun, and I can't get past that wall at the bottom (turning off collision doesn't work).
Still, very juicy and well made for a jam game!
For the end wall, You need to disable collision that set gravity to around -2 or -3 after that shoot at the ground and make the bullet bounce up!
Thank you for the feedback!
Simple, yet very juicy!
It was a bit hard to figure out after I've accidentally killed the tutorial screen, but once I knew what was happening it was easy, even though I'm bad at games with precise mouse aiming.
The screen effects surprisingly weren't annoying, there's little to complain about, but still there's something:
The difficulty or spectacle should ramp up with time, because after about ten dots, it became boring already. Also, new dots appearing is hard to spot in the particle noise, at first I was confused why do I even take damage.
Still, great job!
Thanks for the input!
I make edgy stuff when I don't slack off too much.
Age 27, Male
Indie Artist
Joined on 9/14/18