Lots of polish and style, as always! I had a lot of fun with this and stopped playing at Round 15.
I really like the concept, but there’s one thing I’d love to see improved: at the start of each run, you carefully aim every shot since every wasted bullet brings you significantly closer to death. This tension feels central to the experience (or at least, how I think the game wants me to feel).
Unfortunately, this sense of urgency fades after a few rounds. As your ammo stock grows, the choice of when and whether to shoot becomes less meaningful—it’s no longer a concern.
I’d love to see this aspect developed further. For example, Damage Increase could cost more than one bullet per shot, or there could be an option to increase the firing rate instead. Small tweaks like these could help preserve that initial sense of risk and strategy throughout the game.
the fact that the enemy's health increases with each round is unclear and makes the "DamageUP" perk look useless
Give enemies different visuals based on how much health they have
change of color and/or form
level-up screen suddenly appears on your face
Showing how close you are to level up
a progression bar or something
smoother transition
an explosion killing all enemies and then a fade-in or slide-in of the menu
alternatively, pause the game to open the menu without removing the enemies
There is no choice in the level-up since you have enough currency to buy everything
increase PowerUps costs
increase even the cost of taking the same PowerUp each time
Do not keep the drops after a level-up
alternatively, pause the game to open the menu without removing the enemies
The arrow it's hard to control
when shooting: keep the slowed movement but decrease the recoil
Repetitiveness
new perks
core barriers/shields
placed around the core, blocks a certain amount of damage
do not regenerate with each level up
increase the need for movement
having enemy bullets hit you too
new perks
shield
new perks
chances of placing a mine
Instead of a hold button to spread bullets, you can have a hold&release shooting in which the more you hold the stronger the bullet is, in this way, the player will alternate between tapping the input and holding it based on the situation
Enemy variety
orbital enemy
orbit around the target while shooting
laser enemy
instead of shooting bullets, after positioning it starts shooting a laser that deals ongoing damage
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Lots of polish and style, as always! I had a lot of fun with this and stopped playing at Round 15.
I really like the concept, but there’s one thing I’d love to see improved: at the start of each run, you carefully aim every shot since every wasted bullet brings you significantly closer to death. This tension feels central to the experience (or at least, how I think the game wants me to feel).
Unfortunately, this sense of urgency fades after a few rounds. As your ammo stock grows, the choice of when and whether to shoot becomes less meaningful—it’s no longer a concern.
I’d love to see this aspect developed further. For example, Damage Increase could cost more than one bullet per shot, or there could be an option to increase the firing rate instead. Small tweaks like these could help preserve that initial sense of risk and strategy throughout the game.
Nice game
issues&Suggestions:
Really interesting mechanic and the level of polish was awesome!