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Yet another authentic Kanzaki-style game. Even if most of it is third-party assets, the way they're combined feels so very fresh.

I can feel the theme implementation very strongly, yet it comes at a price - because the random element involves heavily weakening the player rather than changing the game in other ways, I think I had less fun as a result. You have so many weapons, it feels great to experiment, and honestly - I think it's fair to limit weapon usability in proportion to its power, but when you have the "Unstable" state occur multiple times in a row it really doesn't feel like a fair way to balance it. It's especially unfortunate when combined with the time bonus mechanic - suddenly, getting that 1UP and score bonus is no longer about skill and strategy, but whether or not your necessary tools are locked out.

One suggestion I would make is to allow the player to use weapons while "Unstable", but in a much weaker form, perhaps with some random behaviors as well. Even if it still makes the player weaker, it would let them use extra tools during that period, which could be more fun than just being locked to the default shot. And if you also balance each time bonus to be barely possible with only the weaker "Unstable" kit - I think the mechanic would feel much more fair and there would no longer be any excuse to failing the bonus. If it doesn't go against your vision - please consider this suggestion.

Despite this, I enjoyed the hectic gameplay. Not all weapons felt equal, but trying them all out to see which one works best (and doesn't trigger "Unstable" as often) was satisfying. It reminded me of Akashicverse in that regard, where a new player would be likely to find the 2-3 weapons they enjoy and use them most of the time. Also, the homing skulls' visuals were pretty cool.

Congrats on finishing the jam, GG!