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Just finished this (and got all the ghosts) after purchasing on the catalog, and absolutely blown away by this. Perfect Playdate game. To piggyback on what kittenclanclan is saying, the controls are a big part of what make it so fun and what you can really only get on this console. Usually I'd slap the A button to fire, move my thumb and forefinger to the crank, and then jump back to the A button when I'd start to overcharge, but sometimes it was advantageous to grip it in an odd position where I could move the crank with my index finger and quickly hit the A button when needed, and in other situations I'd adjust the crank in advance and keep my thumb on the A button while strafing and barely cranking at all,  and each layout of enemies required different strategies. It's the kind of game where the simpler button layout just makes it so much better than say, a more "modern" game in which you could easily hit a trigger button to prevent overheating - that brief bit of tension when you often have to actually readjust your grip to hit the button, like you're operating a machine, is what makes it work so well (beyond, of course, just being a well designed game with fun enemies to fight).

The whole game was just pure fun, but if I had to pick a highlight, it would absolutely be the 6th mission. I'd play a whole game like this in that large scale, Resident Evil-style design!

Also, huge credit to the incredibly crisp visuals which take full advantage of the 1-bit high contrast screen, and the catchy music and satisfying sound effects that hit just the right tone. You all really nailed it on all fronts here, so I just had to drop you a quick thanks here. I know Playdate is more about indie creativity than major profit generation, but know I'd buy a sequel the second it comes out (or whatever else you come out with, for that matter). Thanks again!

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Such lovely words. Thank you so much.

I feel really validated that you've outlined a lot of the things I spent time thinking about and working on to try and get them right.

It sounds like you used the default control scheme where the aim is directly tied to the angle of the crank. I believe this is the best control scheme because, as you pointed out, it lets you aim the blaster before you start firing.

Anyway, it's hearing great feedback from people like you that is the real reward for making games. So thank you very much.

You're welcome! Yep - I actually expected the alt-controls to be how the game would control to begin with (I tested them for a few seconds just to confirm while I was playing through). Options are good but I agree that the default scheme is more thought out for the hardware and, I think, more fun. I really liked running around (without the blaster out) while twiddling the crank to get it in firing position - the controls themselves generate tension in a new way. It's really not the kind of feeling you can replicate with an analog stick, yet it's still intuitive after a bit of practice. You definitely nailed it man, great work.