Very cool game that presents a consistent style of graphics of yours! The lighting of the particular system is very effective and increase the emerging feeling of the game. For improvements, more tutorials and easy-in levels are definitely welcomed. I love the idea of "Health Bomb" but I feel like it is very overpowered, make the shield redundant in some way, I almost never use it. Probably consider power up the reflected projectiles, or instantly suck in an enemy spaceship and use it as a missile against its own race. Lastly, consider making the lava pillar appearing at an earlier stage. People are missing out.
This is one intense game! The graphics of your games are always clean and coherent. The gameplay of Fighter Zero is fast paces, and the responsive and intuitive controls definitely complemented the game's pace well. As for recommendations, it would be helpful to improve tutorials.
It is very impressive that the enemies have different characteristics. However, the flow of the game, movement speed, and shooting speed, is so fast that it's a little bit bad that the way I deal with enemies is the same. Too chaos to notice they are different. It would be fun to have a strategy to kill each enemy.
The overall art is so good. I was amazed at the polish of the whole game. Despite its simple design, the screen does not look blank. Changing the color and mood of the song at the same time makes the game richer. I could have guessed that the difficulty became difficult with the dynamic change.
I appreciate you made the tutorial on-off feature. But I didn't know how to use the skill by right-clicking the mouse until the last dash skill came out. When I first get a skill, the game explains about the skill but doesn't explain that I have to right-click.
I’m really blown away by the polish of this game. The colors, lighting and music all come together for a really nice mood, and the hard-edged lines on the player and enemies, UI, and bullets etc all come together to give a really unified and finished feel. The sounds and visuals feel really impactful, and the controls and shooting are super slick and well done. I died before I managed to see the third stage, but the transition between the first and second stages was also really nice -- just when I was starting to wonder if that was all there was, stage 2 kicked in, the music ramped up and the color changed, and it really re-energized it.
It’s also just generally pretty fun! I didn’t run into any frustrations at all in the controls or anything, it all felt really slick.
My main criticism is the difficulty curve; I think stage 1 dragged on for a little too long, and had me get really complacent since I was basically only fighting one enemy at a time. Then suddenly when stage 2 opens up and the difficulty really spikes--enemies get a whole lot harder, their attacks become more numerous etc. The damage values also feel a bit off; for stage one most hits would only dent a tiny fraction of my health, but then in stage 2 there are enemies that can kill you almost instantly and with very little warning. If they telegraphed their attacks a bit (I know it’s a bit too much to ask for a 2 week project, but hypothetically) it might help with that.
Finally, maybe a bit more clarity about progress; how many enemies to kill before the next stage, something like that. In all though, I thought this was really really good!
This game is really impressive, it captures the shmup genre very well! I super appreciate the attention to detail with the feedback when shooting the enemies. I didn't get past the second stage in my two attempts but I was really enjoying the intensity of the increase in spawn rate accompanied with the music. I will say I did come across a couple small (visual) bugs though, when I did my 2nd attempt without the tutorial, the text that would usually explain the game just said "new text". With the other one I couldn't tell if it was a feature or not but one of the white circles from the blue enemy would track me forever. But overall the gameplay was really fun, the sound design I was particularly impressed with, and I look forward to any future projects!
I think this game is seriously so beautiful! I love the gentle color palette and soft halo glow around the main shooter. The way you styled everything from the enemies, bullets, sound effects, and health bar/font work very well together. As for the waves of emotions I think you very successfully brought me through two. The first wave was extremely relaxing and I was really enjoying the slow spawn rate of the enemy so I could just explore the map. The second wave of emotion was when the sound/light transition hit and I believe the screen said that the tower had come to life and now more enemies were flying at me. This immediately got my heart beating a little faster and the whole mood was shifted into one of excitement and determination. My only real critique right now is that I can't quite point out where the third wave of emotion was. Other than that this is awesome :)
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Very cool game that presents a consistent style of graphics of yours! The lighting of the particular system is very effective and increase the emerging feeling of the game. For improvements, more tutorials and easy-in levels are definitely welcomed. I love the idea of "Health Bomb" but I feel like it is very overpowered, make the shield redundant in some way, I almost never use it. Probably consider power up the reflected projectiles, or instantly suck in an enemy spaceship and use it as a missile against its own race. Lastly, consider making the lava pillar appearing at an earlier stage. People are missing out.
This is one intense game! The graphics of your games are always clean and coherent. The gameplay of Fighter Zero is fast paces, and the responsive and intuitive controls definitely complemented the game's pace well. As for recommendations, it would be helpful to improve tutorials.
It is very impressive that the enemies have different characteristics. However, the flow of the game, movement speed, and shooting speed, is so fast that it's a little bit bad that the way I deal with enemies is the same. Too chaos to notice they are different. It would be fun to have a strategy to kill each enemy.
The overall art is so good. I was amazed at the polish of the whole game. Despite its simple design, the screen does not look blank. Changing the color and mood of the song at the same time makes the game richer. I could have guessed that the difficulty became difficult with the dynamic change.
I appreciate you made the tutorial on-off feature. But I didn't know how to use the skill by right-clicking the mouse until the last dash skill came out. When I first get a skill, the game explains about the skill but doesn't explain that I have to right-click.
I’m really blown away by the polish of this game. The colors, lighting and music all come together for a really nice mood, and the hard-edged lines on the player and enemies, UI, and bullets etc all come together to give a really unified and finished feel. The sounds and visuals feel really impactful, and the controls and shooting are super slick and well done. I died before I managed to see the third stage, but the transition between the first and second stages was also really nice -- just when I was starting to wonder if that was all there was, stage 2 kicked in, the music ramped up and the color changed, and it really re-energized it.
It’s also just generally pretty fun! I didn’t run into any frustrations at all in the controls or anything, it all felt really slick.
My main criticism is the difficulty curve; I think stage 1 dragged on for a little too long, and had me get really complacent since I was basically only fighting one enemy at a time. Then suddenly when stage 2 opens up and the difficulty really spikes--enemies get a whole lot harder, their attacks become more numerous etc. The damage values also feel a bit off; for stage one most hits would only dent a tiny fraction of my health, but then in stage 2 there are enemies that can kill you almost instantly and with very little warning. If they telegraphed their attacks a bit (I know it’s a bit too much to ask for a 2 week project, but hypothetically) it might help with that.
Finally, maybe a bit more clarity about progress; how many enemies to kill before the next stage, something like that. In all though, I thought this was really really good!
This game is really impressive, it captures the shmup genre very well! I super appreciate the attention to detail with the feedback when shooting the enemies. I didn't get past the second stage in my two attempts but I was really enjoying the intensity of the increase in spawn rate accompanied with the music. I will say I did come across a couple small (visual) bugs though, when I did my 2nd attempt without the tutorial, the text that would usually explain the game just said "new text". With the other one I couldn't tell if it was a feature or not but one of the white circles from the blue enemy would track me forever. But overall the gameplay was really fun, the sound design I was particularly impressed with, and I look forward to any future projects!
I think this game is seriously so beautiful! I love the gentle color palette and soft halo glow around the main shooter. The way you styled everything from the enemies, bullets, sound effects, and health bar/font work very well together. As for the waves of emotions I think you very successfully brought me through two. The first wave was extremely relaxing and I was really enjoying the slow spawn rate of the enemy so I could just explore the map. The second wave of emotion was when the sound/light transition hit and I believe the screen said that the tower had come to life and now more enemies were flying at me. This immediately got my heart beating a little faster and the whole mood was shifted into one of excitement and determination. My only real critique right now is that I can't quite point out where the third wave of emotion was. Other than that this is awesome :)
I just realized I may not have seen the third wave of emotion because I might've died too early...if that's the case then ignore the last part haha