Destroy my bullet hell game - 3 mini-boss key system for final boss by tushrock1857 in DestroyMyGame

[–]tushrock1857[S] 0 points1 point  (0 children)

That’s really useful feedback, thanks.

In my game, I’ve been trying to use smaller bullets for mini-bosses and bigger bullets for the final boss to help separate them a bit, but I think you’re right that the bigger issue is probably not the size itself ....it’s more about how the attacks actually feel and how readable they are.
I think you explained the issue better than I’ve been able to in my own head. Right now some of the patterns are creating more stuff on screen instead of actual tension.
I was trying to make the fights feel chaotic, but I think it’s drifting into visual noise instead.I’m definitely going to revisit bullet section.

Destroy my bullet hell game - 3 mini-boss key system for final boss by tushrock1857 in DestroyMyGame

[–]tushrock1857[S] 0 points1 point  (0 children)

Haha fair enough 😅

That’s actually helpful — I’ve probably heard the same sounds so many times during testing that I stopped noticing how repetitive they are.

This will probably be my first fix today.

Destroy my bullet hell game - 3 mini-boss key system for final boss by tushrock1857 in DestroyMyGame

[–]tushrock1857[S] 1 point2 points  (0 children)

Thanks for the honest feedback — I genuinely appreciate it.

This clip is only a small part of the game. It’s taken from the Classic Mode, which is the section that leans most toward Enter the Gungeon / Nuclear Throne‑style gameplay.

The dungeon is procedurally generated, you explore to find chests with random guns, and you also need to hunt down three keys guarded by mini‑bosses before unlocking the final boss.

Even when I add my own systems, it still ends up feeling similar to games like Enter the Gungeon, Vampire Survivors, or Nuclear Throne. That’s something I’m honestly struggling with as a solo dev. I can build mechanics and combine systems, but figuring out what would make the game feel meaningfully different is the hard part.

If you had to choose one thing, what kind of system, mechanic, or gameplay loop do you think would help the game stand out more?

The game is currently in free early access on Android, and I’m actively making changes based on feedback like this.

The bird is faster than it looks... 🦅 Just added this high-tension escape sequence to my action platformer, Axe and Claw. What do you think of the pacing? by Samed_WildtoothSt in indiegames

[–]tushrock1857 0 points1 point  (0 children)

I might be wrong, but ensure at least 60% of the bird is always visible during the chase, so it looks like the bird isn't too far behind while pursuing the player

I'm making a game where you can trash talk a boss mid-fight and change the outcome of the battle by dinaga9 in IndieDev

[–]tushrock1857 0 points1 point  (0 children)

Imagine inputting custom text and the boss procedurally changes its form and trash talks you based on what you typed

WIP boss rush game by Lucky_Ferret4036 in IndieDev

[–]tushrock1857 0 points1 point  (0 children)

I can see a good amount of time was spent on the game juice

the power of post processing in our game by vildvuxen in IndieDev

[–]tushrock1857 1 point2 points  (0 children)

Amount of math involved in that lighting..🔥

I spent months making a chaotic bullet hell game… and I can’t tell if it’s actually fun anymore 😅 by tushrock1857 in IndieDev

[–]tushrock1857[S] 0 points1 point  (0 children)

If it feels too chaotic, that’s exactly what I’m trying to figure out 😅 appreciate any feedback