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I think this is pretty nice for the timeline provided but I do wish there was a bit more momentum to everything. Enemies take a long time to spawn in the early waves and them only coming one at a time is not the most satisfying thing. As cyrus said, enemies occasionally can just spawn on top of you which doesn't feel great either. but the MAIN thing I find myself desiring with a game like this is some sort of movement on my attacks themselves, like moving forward slightly with each light swing or being able to briefly manipulate and add a bit of force to the direction my spin attack will go, or even the inclusion of a attack that can follow up a dahs. That being said the art style is cute and I can see the potential, so good work!

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Thanks for the feedback!

I plan on doing a post-jam update at some point in the future, both with the goal of fixing core issues with the combat (both with the movement/player controller itself and how enemy spawning works), and with the goal of adding some more content (I want to increase the variety of danmaku patterns, for instance). I’m definitely going to take this feedback into account; I did initially consider having the light attack move the player forward slightly, but decided against it out of fear that it’d cause frustration. In hindsight I should’ve went with my gut lol.