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(+1)

Thank you for playing. In terms of balancing, Yellow shot type is the baseline - boss kill time among the three shot types is about the same from my tests, though in practice this will of course vary from player to player and how they approach positioning. The fish has a somewhat janky implementation - for example, its normal swing deals higher damage right in front, enough to oneshot the most common enemy. It's not very intuitive, so I want to add some extra visuals for it before deciding whether it needs a buff.

For the Hard mode, I will most likely add separate stages for each shot type instead of force switching to Yellow like it does now, with potentially some new and different corrupted crystal effects