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Very polished and fun, it reminds me a bit of Necrodancer. The art and colors are very nice, and it's all presented super well. The movement controls are unique, but I think they work nicely on the most part. Though as the levels get bigger and more difficult, there's a lot more time spent mashing the button which irritated my hand a bit.

The difficulty spike after mortars are introduced (level 3?) is pretty extreme. You face a single mortar, then immediately get funneled into a room with like 10 of them and a bunch of slimes. Even after understanding that I had to walk between them, having to fight the two leftover in a small hallway alongside 2 other slimes approaching me felt like quite a lot to ask of me when I was still just barely being introduced to them.

The next level had a similar jump in difficulty for me, when you suddenly step into a marathon of slimes and mortars. I can see there's strategies and patterns to learn, and situations being set up specifically to teach me, but there's such a huge and continuous influx of enemies that it makes it hard to know what I'm supposed to be learning or focusing on. In this particular level, dying meant charging through an army of easy slimes just to get another attempt, so eventually I ended up giving up. I think the design at this point of the game could benefit from simpler, more isolated challenges that demonstrate certain patterns and strategies, then saving the huge gauntlets for when the player has more experience with them.

But I do think this is a very good showing. A very impressive and well-made project overall.