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The timing mechanic is fun. but flying around and trying to position yourself close enough to enemies to damage them is not.

The UI takes up a lot of screen space as does the character and the enemies are so small, and their colors so similar to the environment that it’s really hard to track them.

I found that the best strategy is to just start spamming the attack before floating into a group of enemies and flailing the mouse around hoping I hit something.

After playing a while I was able to consistently attack on beat without looking at the meter, but I still ended up having to stare at it because there’s no other indication that an enemy is about to attack. Maybe you should try decoupling the enemy attack indicators from the beat meter and include some markers that show an enemy is about to attack even when they’re off screen, like ship tracking markers in space combat games.

Overall very impressive entry, but gameplay needs some tweaking to be more approachable. Great job on this!

Thanks! Yes some tweaks are in order