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A to-the-point, very fun game.  Incredibly pretty, I'm a sucker for retro. The simplicity was appreciable, with the timer being completely visible in a large font behind. It let me zone out and play the game idly as I paid attention to it, and that's a commendable user experience to emulate.

Things I think may need improvement: The difficulty curve - it ramped very stably in the beginning, started peaking around minute 4, then had a bit of much-appreciated rest-time, but sadly never went up again. I stuck around till 8 minutes but I'm guessing it doesn't increase. Also, the game could support a lot of cool features in its current state -powerups, enemy types and so on to.


Solid entry, I'd be proud to make this. Cheers!

(+1)

yeah i capped the enemy levels during the balancing phase of development and didnt have enough time to test if it would be fine uncapped after I got it beatable in the first 5 minutes, it probably wouldnt have been because they grow exponentially and then they because so big the game inevitably breaks, I wanted to put a win indicator in but ran out of time. Submitted my game like 5 minutes before the original deadline which was at 3am in my timezone. More tougher enemies couldve been a good solution aswell I suppose. But aye, roughly half of these comments think the game is too hard and couldnt survive long to reach the 5 minutes. Just one extra day and I could've tripled the content :( Thanks for playing and leaving feedback! :))

(+1)

I completely understand your sadness.. difficulty balancing is hard. Hell, I've messed it up in my game too (and I've never got it right in any of my games yet)

One of my teammates (and a very good friend of mine) shares your timezone. It must've been tough to manage everything.


Well, we will improve as time goes on - someday we'll be proficient enough to include all the content we wish in 4 days :) Hope to see you in future GMTK jams!