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Wake of Poseidon needs some Playtesting

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Posted (edited)

Hiya folks!

I've pushed out a demo of the project I've been working recently, Wake of Poseidon, and I'm getting conflicting opinions on the controls and difficulty of the game. But before I make any drastic changes that will affect art production, level design, and systems design I wanted to see if I could get more opinions about it. Keeping in mind I am going for a more 'Contra' style of difficulty and the gameplay is largely based on old arcade style shmups and beat' em ups:

1) Does the difficulty ramp to quickly? Too slowly?

2) Is the shooting/aiming scheme reasonable?

3) Are there an frustrations with the camera, controls, or presentation in general?


You can give the demo a shot here at itch: https://sluggy.itch.io/wake-of-poseidon





Edited by Sluggy
Forgot link to demo.

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