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(+1)

The room-based structure of this game immediately reminds me of Taito arcade games like Bubble Bobble, which is a huge plus! And man, for ten days the production here is crazy, all of the sprites are beautiful, the music and sound design are good, the effects are great, lots of good gamefeel all around. Extremely impressive!

As for the actual game design, you tried to go for something really unique here-- Trying to merge precisely dodging bullets with a kind of "loose" jetpack control and... It doesn't entirely work , but the game tries really hard to make it work to the point it does for a good chunk of it. Bullet hitboxes are lenient and the quick respawns and a lot of level setups are such that it's never _too_ frustrating when you overshoot due to your jetpack and slam into a bullet (getting flung all over when you get hit mitigates frustration by being hilarious too). I think the issue only really rears its head in the last rooms with the eyeball "boss" (especially since if you miss the drill, more batteries DON'T spawn, so you're forced to kill yourself which is awkward), where it just gets TOO overwhelming to the point where it starts to become tiring.

I think the biggest thing this game could've used is just some score or a time limit, or something to really push you to want to replay it and try different strategies in each room-- I think that would've really added some good depth-- But it's still impressive that this game has so much and that so much of it is quality. Great job!

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Thank you so much for your kind words and detailed response! I always try to have a high-ish production value. Polishing is my favorite part of making a game, and it helps I have so many talented artist friends.

The batteries not respawning is a glitch I noticed yesterday, I found it at some point, didn't write it down and it's still in there now because of it :(


I agree about a score/time limit and the lack of replay value. I just simply ran out of time to implement something like that lol. In my original vision for the game I wanted to have multiple endings for beating X number of levels without getting hit/dying and under a certain time limit. Like in the metroid series basically, which was a really big inspiration for the game (visually at least).