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(+1)

I reeaally wanted to enjoy this more than I did, the art was pretty and I loved the theming (moths are sick)... But something about dodging the bullets felt strangely difficult-- Like either the moth's hitbox was too big, or the bullet's hitboxes were too big (maybe a mix of both); patterns I felt like I would've squeezed through just fine in any other game kept hitting me nonstop. The mechanic of having shots make you more unstable and you "healing" gradually sounds lenient at first but the patterns are so intense and have no cooldowns, which leads to it feeling more like a death spiral, because as you start getting hit you lose visibility and find it harder to dodge until you get overwhelmed and obliterated. (I also thought getting hit/hitting the boss could have more visual/audio feedback than just the colors personally). The theming is super cute and it's a good vibe, but there was just SOMETHING off about the hitboxes that made the dodging feel unreasonable and dampened the experience.

(+1)

You're completely right. I had made the choice to increase hitbox size slightly as the bullets travelled further to punish those that stay near the edge of the screen to gain an advantage, but forgot about that change when I started polishing the game up with sprites and covering the hitboxes. So by slowing down the projectile speeds while cleaning up the bullet patterns I had inadvertently made the hitboxes much larger by the time they reach the bottom of the stage (almost making it impossible to dodge through them). Sorry about that, that was removed. Thank you for the feedback!