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hentaiwriter

16 Game Reviews

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Pretty good game and the procedural aspect is really neat, the visuals are great too, as is the auto-aim setup (since let's be real, no one needs to aim when playing most bullet hell games, the focus is on dodging bullets)

The only main pain point I would say is that once you beat a group of enemies (or if you died), it'd be great if the bullets on-screen went away; as it is, it almost encourages me to kill all *but* one enemy, wait for the bullets to go away so I can get gems, *then* kill that remaining enemy, which kinda slows down the pace of the game some when I want to just blow everything up.

I'd even be fine with enemies coming in in waves automatically, instead of waiting until you kill the last enemy, to keep the pace of the game going; it would encourage players to wipe out enemies faster so they get that "bullet clear" which would only happen if all enemies were wiped out, before they got overwhelmed with enemies.

Also, as a suggestion, maybe the green arrow powerup could increase the % of gems dropped from enemies or your firing rate so players get something immediately tangible instead of a ??? factor that might not have an effect before they die?

Really nice job, deserved front page :)

EDIT: You know, it'd be really good if Newgrounds let us reply to replies to our reviews!

All that you wrote about in your reply though sounds like a really good idea , looking forward to your future games :D

bandaloo responds:

glad you like it! thanks for the generous rating and amazing feedback :)

it's a very good point about the bullets persisting between rounds, which encourages the weird strategy where you slow down before killing the last guy. adding some sort of time based bonus for quickly finishing waves would let me justify it. but as it stands now, i find myself waiting around for bullets to clear too. the only exception is if i just popped a hyper and i don't want to waste it, so i push forward even if it means the screen is covered. (if you hold your fire, the hyper drains slower, so the former strategy still kind of works)

when you get hit there's a small bullet cancel around you but i should probably make it bigger.

as someone suggested, i'm going to prevent the luck bubbles from spawning during boss rush. it was fun to make it a sort of ??? factor but in retrospect it feels a little pretentious. it works like this:

the more luck you have, more bosses will drop 3 bubbles instead of 2, you'll see more ❤️2, more A and S tier companions, and more hyper bubbles with high percentages. once you get 10 luck they stop spawning, and the luck drop will be replaced one of the other items. i was wary about "permanent" upgrades because i wasn't sure i'd be able to balance it, but i might do something like that for the follow-up game. maybe increased maximum hyper, or drone type guys that move with you like gradius and other games.

One of the first games I ever played on Newgrounds, back in 2001. Still have fond memories of it and the background song too. Used to spam the nitro boost until it filled the whole screen and lagged my computer to death.

Rating is primarily for the puzzle/action game itself, which is really original and neat; it was engaging enough that I wanted to master it (and I did get a no mistake run on hard after 10 or 20 tries!), but simple enough that you don't feel overwhelmed by the rules.

Really cool idea, looking forward to more games from you!

PoliuxDimension responds:

Thank you for playing my game, hey, to be honest, when I got started few months ago, you are one of indie game creator I was researching and regarded as successful model, and I believe I've learned a lot from you when I was confused(I'm referring to the things other than game itself) So I also need to thank you for that, you have my respect.

Neat little game, the only suggestions I'd have would be for some sort of speedometer so we could get an idea of how fast we were going and how much speed each girl added to help us balance out our speed boosts, and ideally if it was on a grid system so you just pressed left or right to move equal spacing each time; what killed me most of the time was getting caught by a pixel or two of rock or wall each time :P

Definitely a neat concept; the only complaint I had was that you can actually backtrack into previous rooms, and doing so makes the room you've backtracked into need to be completed again, which I felt was a bit overkill, but otherwise pretty fairly balanced game!

egordorichev responds:

Thanks a bunch :D I should probably make a minimap, hm.

Pretty interesting concept, fun to play, could definitely be expanded on into a full game with powerups, different enemies, you should go for it!

Amazingly done game especially for Ludum Dare's time constraints; awesome job on the music, presentation, gameplay, everything, pretty much.

Definitely a throwback to Gunstar Heroes and Alien Soldier both, pays tribute to both of them in a great way while adding a little something new to the mix!

My only complaint is that Temper Gadget's 2nd stage had something in it that was a bit annoying; when you shoot the purple blocks out to fall down near the start, you can get stuck in between them and shooting horizontally doesn't destroy the blocks (there were a few collision bugs with enemies or objects being too close to you and not being hit), and since you can't walljump off the purple blocks, you effectively get killed with no way out.

Besides that, great job, for sure!

Pretty much ready for mobile multiplayer if you can give it a bit more polish and some music and leaderboards.

As other people have said, a hold function and being able to hold the left/right arrows to quickly move left/right would be awesome.

Besides those two nitpicks, this is a very, very unique take on Tetris, and it's really unfortunate that the Tetris Company is as sue-happy as they are, because I'd love to see this turned into a multiplayer online game. Incredibly fun and challenging, this is seriously an awesome idea.