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(+1)

Hey, I gave your demo a try and I think you’re onto something really fun here, I love the unique take on bullet heaven genre! I had a few little thoughts that might help polish things up:

  • The dodge feels a bit like a teleport right now, maybe a smoother lerp animation and some VFX could make it feel more fluid.

  • The wolf voice SFX is super cute! Though it gives the game a lighter, less serious vibe, so depending on the tone you’re going for, you might want to tweak it.

  • When players or enemies take a hit, a quick effect (like flashing white or a hit VFX) would make the feedback feel punchier.

  • My own ability VFX were a little hard to see in the action, maybe brightening or exaggerating them could help them stand out more.

  • Enemies were a bit easy to avoid, so tightening up their AI or attack patterns might raise the challenge.

  • Since there aren’t XP orbs dropping like in other bullet heavens, progression feels a little different, I miss the risk/reward of going for experience crystals.

  • The kangaroos and cats look so cute! Almost too cute, I felt a little bad fighting them. Maybe scarier variants could help balance that.

Really cool work so far, I love the ideas you’re playing with, and I’m excited to see where you take it!

(+1)

Thanks for playing! I'm glad you found it fun.

Based on your comments, I believe you played the public demo. If you'd like, the Steam playtest version is also freely available now, and has more/different stages for you to try out.

Regarding the dodge, yes it is currently a teleport, and it's something I want to improve/polish so it feels more like a proper dodge, thanks for your feedback!

Having a hit/flash effect for enemies and players when they take a hit makes sense, it's on my todo list :)

Multiple people have mentioned missing the XP orbs like other bullet heavens, so this is something I'll consider for future versions.. perhaps as an option, or perhaps as a default. Thanks for your feedback!