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i don't know if this is still an active project or not, but i'd like to chip my thoughts in anyhow, because it's a very fun game. on the subject of difficulty spikes, to be honest, i like the game's direction. it's very fast, and breakneck. what i like about this is that it forces you to strategize; what kind of gamestyle you're gonna go into, which upgrades to get and when etc. losing becomes part of the gameplay loop which removes the frustration, a bit like a rogue-like. something i think needs work more than anything are the controls. spread out keyboard bindings for all the different moves doesn't make any sense in a game where one second's mistake can lead to death. throughout the entire time i played the game i've pretty much never used the grapple or parry etc because of that. they should be more integrated with the core controls, i.e. double presses, shift clicks, and those sorts of things. the attempted verticality is something which honestly conflicts with the rest of the game. i respect what you're going for, however the implementation leaves a lot to be desired. there's no way to actually get up the tall cylinder both because of the aforementioned grappling control issue, and the map itself had no way to climb up until you're several waves worth of upgrades in. all of it basically makes it a horizontal game until the Remilias show up and force you to buy the jump upgrades. and because the game is horizontal, but the map is a narrow cylinder, the gameplay loop is a literal loop; you're running in backwards circles while the entire wave chases you. this also renders every weapon besides reimu and occasionally cirno useless, because there's literally no situation where other weapons (especially the Remilia bow) would be viable. all of which conflicts with the premise of a an arcadey, high replay value type of game. once you've got to wave 20, there's just nothing more to play for. to be honest, if i were developer, i think the best course of action would be to forgo the verticality and instead focus on a wide horizontal map with nooks, crannies, caves, big obstacles, and little easter eggs every now and then. this would also force the enemy formation to break up, and come in from different points and quantities. that would allow much more opportunity for different strategies, and situations to use all the different weapons, essentially freeing the game to be what it wants to be. expanding on that concept, it would be super fun if you could collect the different fumos and gain them as a weapon. exploration and collecting would work really well for the concept as a whole, there's tons of replay value to be had if you had both the combat replayability, and an excuse to go out and search for easter eggs, collectibles, cosmetics, maybe even weapons and upgrades, all of which with the heaps of personality and charm this game already has. (though most of collectible and roguelike stuff is probably already planned as far as i can tell in the discord.) 

You... You predicted my next game.

HOW IS THIS GETTING DOWNLOADS GRAHHH

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Uh, huh.
Like, normally I'd say what I liked and didn't like but honestly I don't know how to here.
Yeah no I'm a wee bit outta my depth here.
But I'll try...I'll try.

So, first off, the aura and theme of the game is just...so fun honestly, it got me hooked with the...twitter compressed but otherwise pretty cool animated intro.

But then I notice that...uh...you forgot pre-instancing...yeah every time a new thing spawns for the very first time (or you use any ability or shoot the fumos) it freezes for a good 2 seconds at a time.

The game tells me it's going to be a bit more vertical off of the design and ends up being...pretty much running around in circles, very horizontally.

The grapple kinda helps? but your momentum is done in this weird way and it kinda just cuts after your grapple disconnects...making it hard to actually get up.
Also grapples normally need both horizontal and vertical space to be able to breathe.

Then the game spikes its difficulty way too fast for me to upgrade alongside, you simply don't get enough money per fumo to get a chance at the 4th wave.
Yeah...the 4th wave, I know this sounds pitiful but I don't really feel like it's a skill issue.

Back to the point about the map, pretty much the movement at least initially, is restricted to circling, being pretty difficult to turn around and clear out the crowd that's on. your. ass. relentlessly.

But like...honestly I had a lot of fun just laughing with this game, it's a work of art disregard what I just said 11/10 GOAT.

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YOOOO AN INDEPTH REVIEWW

my pc is too strong to actually notice the problems with pre instance lmao, i'll figure out if theres any way to fix that

I guess the horizontality is mainly because of the map design, which is incredibly open but has no places to latch onto because of the walls

I actually somehow forgot that I modified wave 4 to test an enemy LOL

as for circling, would you suggest making omni-directional sprinting a default

glad ya enjoyed it man, will start working on it more this coming march, just need a break rn

Don't worry, godot devs forgetting pre-instancing is a common pit fall so you're not alone.

I guess yeah the horizontality would be better if there were like caves more frequently.

Well, sure that's a solution, but the fact is that circling is only effective (actually, the only way to not die) because of the AI being on your ass too much, so Omni-sprinting would be a fix but there'd need to be more for the game to not have circling as an issue.

i love fumo massacre

breadpog certified