I really like that you used different contexts to make the single-button requirement more interesting! I've already told you how much I like this game on discord, so I'll go right to criticisms.
I think the sound mixing could definitely use some work, it's a bit loud, and some of the sound effects that are generic boops can probably get replaced by 8 bit gunshots (like the one you use for shooting) or other, more thematically appropriate sound effects. Speaking of that sound effect, it seems like it only plays around 1/3-1/2 of the time it should, other times the cue is missed and it's completely silent (other than the background music).
I like the detail you added to the hat flying off, that's really fun. For something more nitpicky, the blood particles go over the bullet-bar-thing, so if you're gonna polish this up definitely fix that. You also can't change your difficulty after you lose.
Speaking of the difficulty thing, I don't like that it's the only thing that uses the mouse. I know that it seems like a dumb comment, but part of the charm of the game is that it does so much with just the spacebar. I'm always a big fan of mechanics bleeding over into menus, so I think a really cool way you could teach the player about your game is to use a little bar similar to the bullet-bar to let them choose their difficulty at the start. Like press it once and then press it again to choose the difficulty. Maybe that makes choosing the difficulty too annoying, but I think it's an idea at least worth trying out.
I went in expecting something akin to the aptly-titled "quick draw" minigame from Kirby's Adventure, you know, a "push the button faster than the other guy" sort of game, but I was pleasantly surprised to find a bit of added depth in there. The audiovisual presentation is consistent and appropriate for the theme (with a couple of minor exceptions), and I appreciate the addition of difficulty options, even if there aren't a whole lot of distinguishing features between them. I only have a couple of tiny criticisms with this one.
I'll get this one out of the way first: it threw me off a little that the crosshair didn't rebound off of the side of the screen, since the bullet icon bounces between the edges of the first gauge. That may have been entirely intentional, and I can understand the reasoning behind it, but it came across as a tad inconsistent (I haven't tested it, but I wrote this assuming you can get shot while aiming. If not, it makes sense for the crosshair to drift offscreen).
Somewhat more importantly, I haven't been able to select my difficulty level after dying and resetting the game. As a fan of "Impossible" mode, it's a bit annoying to have to reload the page whenever I want to get my QUICKDRAW fix, but I've learned to live with it.
This one's a bit more of a suggestion than a criticism: I think the game would be more interesting if opponents came in different shapes and sizes. Aiming and firing can be challenging as is, but having to adapt to uniquely-shaped enemies would give it significantly higher replay value in my opinion.
← Return to game
Comments
Log in with itch.io to leave a comment.
I really like that you used different contexts to make the single-button requirement more interesting! I've already told you how much I like this game on discord, so I'll go right to criticisms.
I think the sound mixing could definitely use some work, it's a bit loud, and some of the sound effects that are generic boops can probably get replaced by 8 bit gunshots (like the one you use for shooting) or other, more thematically appropriate sound effects. Speaking of that sound effect, it seems like it only plays around 1/3-1/2 of the time it should, other times the cue is missed and it's completely silent (other than the background music).
I like the detail you added to the hat flying off, that's really fun. For something more nitpicky, the blood particles go over the bullet-bar-thing, so if you're gonna polish this up definitely fix that. You also can't change your difficulty after you lose.
Speaking of the difficulty thing, I don't like that it's the only thing that uses the mouse. I know that it seems like a dumb comment, but part of the charm of the game is that it does so much with just the spacebar. I'm always a big fan of mechanics bleeding over into menus, so I think a really cool way you could teach the player about your game is to use a little bar similar to the bullet-bar to let them choose their difficulty at the start. Like press it once and then press it again to choose the difficulty. Maybe that makes choosing the difficulty too annoying, but I think it's an idea at least worth trying out.
I went in expecting something akin to the aptly-titled "quick draw" minigame from Kirby's Adventure, you know, a "push the button faster than the other guy" sort of game, but I was pleasantly surprised to find a bit of added depth in there. The audiovisual presentation is consistent and appropriate for the theme (with a couple of minor exceptions), and I appreciate the addition of difficulty options, even if there aren't a whole lot of distinguishing features between them. I only have a couple of tiny criticisms with this one.
I'll get this one out of the way first: it threw me off a little that the crosshair didn't rebound off of the side of the screen, since the bullet icon bounces between the edges of the first gauge. That may have been entirely intentional, and I can understand the reasoning behind it, but it came across as a tad inconsistent (I haven't tested it, but I wrote this assuming you can get shot while aiming. If not, it makes sense for the crosshair to drift offscreen).
Somewhat more importantly, I haven't been able to select my difficulty level after dying and resetting the game. As a fan of "Impossible" mode, it's a bit annoying to have to reload the page whenever I want to get my QUICKDRAW fix, but I've learned to live with it.
This one's a bit more of a suggestion than a criticism: I think the game would be more interesting if opponents came in different shapes and sizes. Aiming and firing can be challenging as is, but having to adapt to uniquely-shaped enemies would give it significantly higher replay value in my opinion.
That about covers my thoughts. Great job!
The different enemies is definitely something I want to add cause I wanna polish up this game. Just didn’t really have time to work it in.
I had a feeling that might've been the case. Impossible mode would really earn its namesake if opponents were microscopic.