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(+1)

I get that the mechanics are unexplained on purpose, but... well, yeah, they're still unexplained. Not that this'd be the first jam game to trip over its own feet trying to fulfill a wildcard, mind you. I did get the feeling my stats were going up, but its not like I had time to try and figure out which incremental improvement is related to which abstract shape while flying in circles. I think if you wanted to expand on the intentionally mysterious mechanics thing, the trick would be to not throw all of them at the player at once?

The music shifting was a pretty good idea, a lot of these kinds of games I tend to struggle keeping track of my health.
A small note: being able to fly behind the powerup bar (and die down there) while barely being able to see through it wasn't great.

Notes aside, it's a decently fun shmup. Good job, especially since this seems to be your first jam?

Thanks for the feedback and yeah this was my first jam. Being able to go behind the UI was a big issue for me the that I just wasn't sure how to solve other than turning the opacity down a bit which is what we did in the end. Thinking about it now, it may have been a better idea to just center the camera on the player and create a bigger play area. As for the upgrades system, the original concept was to introduce them at a much slower rate, but given how we didn't have a lot of time to spend on this project, and with most people only spending a couple minutes playing, it seemed like a better idea to simply make it more chaotic and give out all the upgrades quickly. Hopefully I am able to revisit this game in the future and look into creating intuitive upgrades with more unique modifiers and possibly particle effects that actually tell the player what the upgrade is doing.