Creator's Comments:
Countershooter [Creator]
Update1: bug fixes
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: 72 72
Mar 24, 2021
4 Reviews:
Cthaere
Not going to leave a rating until I beat this, but I have to get this off my mind.
This is a potentially great avoidance severely hampered by things that would take any but the most incompetent playtesters 30 seconds to find at best, with nearly every transition being fucked in its own unique way: Transitions that pull bullets upwards even when they're dislodged in the floor, ones that instantly redirect bullets that can already be less than a block away from the player in a random direction, and ones where extremely fast bullets that are supposed to slow down later as part of the attacks continue on their track at a leisurely 40 pixels per frame. This is on the version after the first bug fix update, by the way. This, coupled with extremely questionable difficulty balance in some places, 10 seconds of literal nothing followed by a 40 second safespot memorization pattern in the middle of an otherwise pure barrage fight, and some of the worst audio sync I've heard in an avoidance, made every single second of playing this a mental test against the urge to decompile and remake this.
I would not say this if I thought the avoidance was merely bad; oh no, I would just stop playing in that case. But you know what? The attacks themselves are really fun. That's the frustrating part. With 5 more hours of work and a couple of playtesters it could have been out a week later and then I would have likely given it an 8 or above.
Fuck.
This is a potentially great avoidance severely hampered by things that would take any but the most incompetent playtesters 30 seconds to find at best, with nearly every transition being fucked in its own unique way: Transitions that pull bullets upwards even when they're dislodged in the floor, ones that instantly redirect bullets that can already be less than a block away from the player in a random direction, and ones where extremely fast bullets that are supposed to slow down later as part of the attacks continue on their track at a leisurely 40 pixels per frame. This is on the version after the first bug fix update, by the way. This, coupled with extremely questionable difficulty balance in some places, 10 seconds of literal nothing followed by a 40 second safespot memorization pattern in the middle of an otherwise pure barrage fight, and some of the worst audio sync I've heard in an avoidance, made every single second of playing this a mental test against the urge to decompile and remake this.
I would not say this if I thought the avoidance was merely bad; oh no, I would just stop playing in that case. But you know what? The attacks themselves are really fun. That's the frustrating part. With 5 more hours of work and a couple of playtesters it could have been out a week later and then I would have likely given it an 8 or above.
Fuck.
Tagged as: Avoidance
[4] Likes
Rating: N/A
Difficulty: N/A
Mar 25, 2021
LastTISisLife
Speaking shortly - every attack can wall you. What potentially could be a good avoidance, because song is fine, attacks are unique and density and good hitboxes allows you to make cool dodges - everything ruined because of lack of balance. I feel bad for having way too high rating for this for so long. After giving this a second try, i realise how fucked up this avoidance is
[1] Like
Rating: 4.3 43
Difficulty: 75 75
May 8, 2021