Ranked #236
500 Points
You are trapped with a ghost that wants to absorb your soul, try to survive all incoming attacks for just one minute in this spooky bullet hell game.
You play as a defected robot that has been kicked out of a factory where robots are manufactured to take over the world by an evil scientist. Your goal is to run and jump through various enemies and obstacles in order to return to the factory and stop the invasion.
"You've met with a terrible fate, haven't you?" The InBetween is an episodic 2d action-adventure platformer where players take on the role of a young boy named Pipit, who finds himself on a quest to save the world of Aija from deadly Vir or… END IT.
I like the entire concept of the game. Especially the fact, that you decided to stick to a subtle shade of blue that contrasts with the background. The levels are pretty well designed with potential for later levels to become more and more challenging. Now for the cons. The traps, don't look like traps. They look pretty much just like the platform. My advice would be to simply make use of an alarming color like red or better yet, orange for the traps and obstacles. But nevertheless, the game has a lot of potential to be a simply yet challenging game. Keep it up, improve in those areas I mentioned. :-)
2 years agoFirst of all, I'll be very honest with you: I haven't played the game yet(You didn't drop a download button or link!)
But, even without me playing the game, the game's description and visuals are usually the type of things that keeps me hooked on a game. And yours are lacking a lot in that category: no gameplay videos or pictures, nothing. Even the game's description had a great start but crashed along the way. The player has to remain alive? The treasure boxes also serves as the player's actual health? You see the problems yet?
My advice right now would be to really work on the game's general plot, not too long not too simple. You could check out the descriptions of my games as an example. Also add more convincing visuals on this page, I'm begging you! Lastly, if the player is a robber, why on Earth does he look like a mortal Kombat character(Scorpion)?
That's all I have to say, also drop a link where I can download the game, okay? Good luck. :)
I'll be very brief with ya.
1. The entire point of a 1 player pong game seems credible, like the sports game squash.
2. MUST WE HAVE UNITY ENGINE INSTALLED TO RUN A 5-MB GAME!?!?!
I mean seriously, package the ting as an exe file or apk. That's the prime reason why no one would be quite willing to play this, especially people who are not game devs.
I love games in general no matter what they are, and the fact that any random person has to be a game dev or have unity to run this feels like a huge betrayal. Please fix this. :(
I like the genereal concept of your game. Also, I'm a sucker for simple yet captivating games, I'm also a fan of NES type games, so I'll let that one slide. Now for the problems:
1. The controls..... the damn controls. It needs a lot of work. It took me 3 minutes to realize I had to use my mouse to aim and a,s or d to fire missiles. But even despite my sharp accuracy(Played a lot of fps games by the way), I couldn't easily land a hit on the comets, instead, the missiles flies past the meteors and explodes away from their reach, even the meteors explosions are unnatural. I love arcade games, and I like what you managed to put together, but seriously, fix the gameplay, or you will regret it. Lemme know when you've fixed these issues. Overall, good game. It really tugged on my feeling of nostalgia, had there not have been many gameplay issues, it would have been a game to play during my spare time or a way to have gaming contest with my friends. :)
Hello, Thank you so much for the feedback.
During that encounter with the red block, I forgot to add a tutorial there. Players are supposed to parry the enemy's bullet the "S" key to initiate pixl mode.
As for the flying enemies, I'll fix that soon. I can't believe I didn't notice that.
The bashing enemy though, I'll improve it's movement and gravity too.
Then the black platforms are also placeholders, I'll make sure to replace them.(Thanks for the reminder!)
Then the UI flashing the default state.... hmm..... I'll try to work on that too.
As for the player's floaty jumps..... I'll make it more grounded as well in the next update.
Once again, thanks for giving the action mode a trial and for offering your feedback, I appreciate it.
In the meantime, the game's story mode, how was it?