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Awesome entry. You tricked me into playing a bullet hell game for way too long XD. I ended up with about 250k when the game started lagging really badly. Is there a win trigger for getting a certain number of lives?.. Anyway, this was great. There are a number of technical issues to iron out, like for some reason you could move with the left mouse button in the connect mode - which on keyboard you pretty much never wanted to, and tended to make you die, but in case you did, you couldn't do the same thing with the keyboard.

I ended up in a weird state where I started a stage in the wrong mode a number of times, and eventually I lost in a way that ended up putting a heavy red tint over the entire screen for the rest of my playthrough - which was an extra challenge. Oh, and a pretty common issue I had was the first bullet I was using me hitting me, which put the game into a weird state where I could continue the chain as normal, but it would never trigger.

There is so much cool stuff going on in this game... You have to dodge the bullets.. but if you can't, maybe you can clear them by attacking with some of the incoming  bullets. Better to spend one and deal 6 damage than lose 2 damage for nothing for instance... Then there are all these circumstances where best play involves waiting for good attack patterns, but the more you do that, and the more specific you are, the more at risk you are of taking damage from bullets. And then there's the way that bullets can chain attacks, so you clear a bunch of twos, then you have easy access to a swarm of threes, then you have another set of twos behind those, for instance.

All in all, really great game. 

(+1)

Wow, 250K, that’s incredible! I don’t think I even reached that score during testing. Thank you so much for playing for so long and for leaving such a thoughtful comment. I’m really happy you enjoyed the mechanics and found interesting strategies in how to survive and counterattack.

As for your question: to be honest, I couldn’t add a win condition or proper ending due to the JAM time, so the game currently loops with infinite stages. Definitely something I’d love to expand in the future.

Regarding the issues: the red tinted screen is probably a WebGL rendering bug caused by memory overload. It might be a context loss or buffer glitch. And yes, the controls in connect mode can be inconsistent; I avoided attaching touch events to each bullet for performance reasons, but the position based detection sometimes fails. I’m definitely planning to fix those up! Your feedback is super helpful.