Roast my game: Neon Bullet Heav -Need brutal feedback on gamepay

Started by FunTeam · yesterday · 3 replies · 48 views

FunTeam
Member
JoinedApr 2026 Posts14 Score111
Hi everyone!

I’ve been working hard on my game, but I’ve hit a point where I need a fresh - and brutally honest - pair of eyes. I want to make the game as engaging as possible, so please don't hold back.
Tell me what sucks, what feels boring, and what needs to be completely changed.
Is this even a game, or is it just unplayable garbage?

Thanks in advance for your time and for helping me save this project. Give me your worst, I'm ready.

https://sbox.game/funteam/neonbattle
FunTeam
Member
JoinedApr 2026 Posts14 Score111
menschlich, Thank you so much for your review!
edited 2 hours ago#3
FunTeam
Member
JoinedApr 2026 Posts14 Score111
Guys, the point of the game wasn’t to struggle through wave after wave, but to relax and enjoy how, with a single light flick of the gamepad stick, 20 enemies turn into a beautiful, glowing blur, as swords and clubs fly relentlessly at the enemies to the beat of stylish music (the rhythm of all weapon types is designed so that it’s always equal to or a multiple of the music’s beat), and in enjoying the fact that, no matter what the game’s background - which adds complexity and variety - a single light movement of the stick is all it takes to send all enemies flying in a shower of multicolored sparks. And the rhythmic music adds to this enjoyment.

At first, I wanted to call the game “What a Beautiful Neon Evening,” which perfectly captures the very idea of the game - relaxation and contemplation of the glow of enemies as they burst into pieces.

Guys, regarding the sounds of gunfire and weapons - I intentionally removed them because, with 8 cannons firing simultaneously at a rate of 20 shots per second each, there wouldn’t be individual gunshots but rather a continuous rumble that would force the player to turn off the sound entirely. And if you add the sounds of swords and clubs on top of that, it’ll be even worse.

As for the enemies - they’re intentionally designed to look similar to one another, even though there are currently five types of enemies in the game, and each has its own unique behavior.
For example, there’s an enemy that doesn’t die immediately and continues to draw fire for another 2 seconds; during that time, other enemies can approach the player almost unimpeded and deal damage, since there are only 16 weapon slots, and if any slots are occupied by such distracting, dying enemies, the player’s overall firepower drops and becomes ineffective, since the enemy is already dead but still takes up weapon slots for another 2 seconds.
Furthermore, this type of enemy may not attack at all, since its purpose isn’t to attack but specifically to draw fire onto itself, allowing other enemies to effectively eliminate the player.
And then, for example, there’s a type of enemy that approaches from a great distance - so far that weapons may not even be able to target them at that range - and then makes a sudden lunge toward the player from that point; with just a single hit, the player loses 10% HP. This is the most dangerous type of enemy.

Summary: Currently, with 15 players having played this game (17 in total, but 2 of those players are my two accounts), the game has 5 dislikes, and 1 player has added it to their Favorites. This suggests that the game turned out to be uninteresting. I don’t see the point in refining a game that, despite having all the core mechanics, is already uninteresting to players. I’ll move on to my next game :)
A big thank you to everyone who played this game!

sudintlink
Member
JoinedApr 2026 Posts3 Score1,146
Good luck on your next project!
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.