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Thank you for playing!

You didn't hear the music because I was able to commission only one track and then the artist was busy for a few months and couldn't do more, the only track is by Fenekhu 

  • Missable intro: thanks for letting me know, I might make it so that after a while the main menu loops back to the intro, I also have a button to play it again from the debug menu
  • UI juice on difficulty selection: it's definitely planned, the difficulty selection was a pretty fast addition
  • Thank you so much for using F as the interact key instead of E
    You're welcome
  • Your explosions have mixels, that’s really jarring. On the other hand, the pixellated text during dialog is also a little harsh on the eyes and could use a thin outline or something
    Explosions shouldn't have mixels, they're sprites at the proper resolution, for the UI layer the mixel situation is a bit complex, having everything at 1:1 resolution makes rotated bullets look way worse due to how low resolution they are, I had to go for the solution that looked less weird. Also good feedback for the text, I'll see what I can do
  • That Ice ammo looks just like some of the ammo pickups from Star Wars Dark Forces 
    That was indeed the inspiration!
  • I like that ICE is playing everything completely straight. His intro gave me horrible flashbacks to Cuff from that Isekai game Sony made and thankfully he’s nothing like that.
    Thanks, having ICE playing it straight should give Cirno's dumbness more spotlight, I hope
  • Once you get into the base it’s a bit hard to make out what’s floor and what’s walls. In general you need to employ more contrast in the tileset to make important objects a little more distinct because it all sort of blends together at the moment.
    That's an ongoing process, I decided to work with a 64 colors palette but that's obviously not panning out really well, it's hard to bring out contrast and I might try to apply more depth through out-of-palette color variations
  • More fast-paced top-down shooters tend to frustrate me so I really appreciate this being a bullet hell crossover, dodging patterns is less stressful than trying to time shots against one-hit kills like in Hotline Miami. It’s reminding me a little of Barkley 2, I backed that back in the day and am disappointed it fizzled out. 
    Right now the gameplay is inspired by a weird mix of Crusader: No Remorse (action game from 1995), Enter the gungeon and touhou. Enter the gungeon has influenced the game a lot in the Roguelite mode on a game balancing standpoint,  it's a lot like touhou but less leaning on weaving between bullets, while on that front I'm going more towards touhou with patterns that always have gaps to slip through, with the ability to freeze bullets instead of rolling through them