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This game is super fun! It's so entertaining that one of my biggest complaints is that it's too short! (But, obviously, it was made in 4 days, so  increasing the length was not viable.)
Another problem I found was with the difficulty scaling. Both the enemies and your attacks are too powerful.
(If that is too confusing, here is a way too elaborate, *definitely not more confusing* metaphor. Picture difficulty scaling as jumping with a set force and gravity. Jump force would be enemy strength scaling, and gravity is player strength scaling, so jump height is higher the more difficult the game is. However, for a certain jump height, you could proportionally increase or decrease both jump force and gravity to keep the same height but change the speed you reach it. If you have them both two low, the jump will be too slow and floaty, which correlates to having a game where the difficulty remains stagnant for too long. It gets kind of boring when nothing changes fast enough. The problem I see your game having is that both the enemy scaling and the player scaling are too high. In a jump, this means you don't have enough time in the air. You rise and fall too fast. In your game, at the start, it's too hard, especially for a first time player. It seems nigh impossible to not take at least a few damage. If you survive the starting rounds, it quickly transitions into becoming too easy. With a large variety of combos you are able to pretty much clear the whole screen every 2-4 disk spins.)

TLDR:
Awesome game! If you expand it more, start out easier, and gain power slower.