Looked good. The difficulty curve in avoiding damage was way too stiff, though. I can imagine this becoming hell to balance with a death/redo system, since you'd need bigger maps or a better perks scalings. The issues are that you are mainly forced to choose between damage and mobility, and enemies scale faster than you can upgrade, so you either have enough damage to kill them fast and level up fast and little mobility (sentry gatling gameplay) or have enough mobility to dodge things, but no damage and no range and get swarmed by enemies. In the later stages you are constantly swarmed by enemies even with a high damage and high range setup. And a mixed build of damage and mobility still struggles hard.
As for AI usage, I think you've applied it in a very creative and interesting way! I know the discourse around AI has gotten extremely biased against AI in the creative sector, and I'm personally anti-AI in a sense that I'd hate for AI to completely replace human made art and I extremely dislike that it was built upon stolen works, BUT your blend between cutesy hand drawn art and semi-realistic cartoony style AIgen portraits was a very positive experience overall, reminiscent of Metal Slug's style in a sense and the gameplay was fun, the enemies being pretty damn accurate was very surprising too.
Thank you so much for your feedback! You seem to understand this game almost as well as I do lol
Anyway, I think a slower-paced genre would be more suitable for players to leisurely enjoy the character's weight gain, so I plan to develop my next project in that direction.
I don't know about you, but for me it was too easy, I put everything into damage and speed, and the range was such that it had to reach the end of the screen, otherwise the spread was such that most of the bullets hit the floor or ceiling, at least in my case, or I was just unlucky
The issue is that you either go full damage and the game is trivially easy to the point you immediately delete any enemy that shows up, or you don't, and some glaring issues start to show up. Have you tried a full mobility playstyle or a mixed playstyle that doesn't maximize raw damage output? The TTK becomes extremely awkward, and the mobility you gain doesn't make up for the damage and range you lose. This is why it's a balance issue and why it would be troublesome and lenghty to finetune with a penalty system.
I sooner managed to find 3 at once but I didn't manage to capture it ;(
I'll tell you honestly that Memories in Calories was something, something fresh and different, I think you were the first to make a game in this scheme or I didn't manage to find it :P
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a shame you wont develop this one, i really enjoyed it, the art is very good
Looked good.
The difficulty curve in avoiding damage was way too stiff, though. I can imagine this becoming hell to balance with a death/redo system, since you'd need bigger maps or a better perks scalings.
The issues are that you are mainly forced to choose between damage and mobility, and enemies scale faster than you can upgrade, so you either have enough damage to kill them fast and level up fast and little mobility (sentry gatling gameplay) or have enough mobility to dodge things, but no damage and no range and get swarmed by enemies.
In the later stages you are constantly swarmed by enemies even with a high damage and high range setup. And a mixed build of damage and mobility still struggles hard.
As for AI usage, I think you've applied it in a very creative and interesting way! I know the discourse around AI has gotten extremely biased against AI in the creative sector, and I'm personally anti-AI in a sense that I'd hate for AI to completely replace human made art and I extremely dislike that it was built upon stolen works, BUT your blend between cutesy hand drawn art and semi-realistic cartoony style AIgen portraits was a very positive experience overall, reminiscent of Metal Slug's style in a sense and the gameplay was fun, the enemies being pretty damn accurate was very surprising too.
So yeah, good luck with your next project!
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Thank you so much for your feedback! You seem to understand this game almost as well as I do lol
Anyway, I think a slower-paced genre would be more suitable for players to leisurely enjoy the character's weight gain, so I plan to develop my next project in that direction.
I don't know about you, but for me it was too easy, I put everything into damage and speed, and the range was such that it had to reach the end of the screen, otherwise the spread was such that most of the bullets hit the floor or ceiling, at least in my case, or I was just unlucky
The issue is that you either go full damage and the game is trivially easy to the point you immediately delete any enemy that shows up, or you don't, and some glaring issues start to show up. Have you tried a full mobility playstyle or a mixed playstyle that doesn't maximize raw damage output? The TTK becomes extremely awkward, and the mobility you gain doesn't make up for the damage and range you lose. This is why it's a balance issue and why it would be troublesome and lenghty to finetune with a penalty system.
Android version please
cool game could you do something with the camera so it zooms in a little less when changing the side you're looking at?
and I found a real boss
That's an annoying bug lol
I agree the camera zooming and movements can be a bit disorienting. Thanks for your feedback, but I'll focus on developing other games for now.
I sooner managed to find 3 at once but I didn't manage to capture it ;(
I'll tell you honestly that Memories in Calories was something, something fresh and different, I think you were the first to make a game in this scheme or I didn't manage to find it :P