Can agree with all of these critiques of the game.
In particular, this feels like a game that was created in a weekend or two in Gamemaker. The UI is quite simple, the mechanics (or at least the ones I saw in 10 minutes of poking around) are unoriginal, and the enemies all seem to be variants of "fly/walk towards me".
There's no feeling behind the gun, there's no real feedback when I get hit, I have no idea how much life I have left (yes it's in the UI, but it's not prominent at all).
If I had to guess where the 3 years of effort has gone into, I'd suggest it was the level randomiser. That's a big mistake, and one probably made by a programmer mindset rather than a game design one. The game isn't fun, so it doesn't matter how much replay-ability there is. Whereas if the game were fun but not replayable, I'd probably buy it on the promise of a randomiser coming.
In particular, this feels like a game that was created in a weekend or two in Gamemaker. The UI is quite simple, the mechanics (or at least the ones I saw in 10 minutes of poking around) are unoriginal, and the enemies all seem to be variants of "fly/walk towards me".
There's no feeling behind the gun, there's no real feedback when I get hit, I have no idea how much life I have left (yes it's in the UI, but it's not prominent at all).
If I had to guess where the 3 years of effort has gone into, I'd suggest it was the level randomiser. That's a big mistake, and one probably made by a programmer mindset rather than a game design one. The game isn't fun, so it doesn't matter how much replay-ability there is. Whereas if the game were fun but not replayable, I'd probably buy it on the promise of a randomiser coming.