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(+1)

Googly eyes, approved! 😉

The menu and intro story are solid, and the dramatic music sets the tone. I managed to survive a few waves.

Since it’s a rapid-click game, I kept accidentally selecting pop-up choices without realizing what I’d picked, it all happened too fast to register. With everything bouncing around so quickly, I wasn’t sure when I was taking damage, and I'm not sure what was going on with bouncing off the side of the bubble, is that damage? did I cause it to shrink?

One suggestion: Godot allows for custom mouse cursors. A large crosshair might help with visibility during hectic moments.

Intense.

Thank you for playing the game!

There are a few things that I still haven't figured out how to make more intuitive.

When you die the bubble/arena shrinks so it can spawn you again.
Leveling up increases the bubble size there is a "air meter" in the top left corner displaying how much air is left inside the bubble (unfortunately It takes a while to be notices).

There are few mechanics:
There are 2 enemy types: the shooter and the bomber
The shooter shoots bullets  (give damage and knockback)
The bomber explodes (gives knockback and then dies)

When an enemy dies it leaves some plastic behind and a exp bubble.
The leftover plastic damages the player if touched and can be pushed outside of the arena by shooting it.
Enemies can absorb the leftover plastic for more health.

The player has HP and EXP:
if it loses the all the hp (gets hit by shots or leftover plastic) it dies.
if the player goes outside of the arena (knockback) it dies.
When the player dies the hp bar gets filled again and the air bar decreases
If the air bar becomes empty the game is lost.
If the player gets to level 30 the game is won.

+ There are upgrades that  change the player abilities (shape modifiers)
Only one can be active at a type:
Heavy: is not affected by knockback but moves slower
Bouncer: bullets (player) bounce on the plastic leftovers and arena/bubble walls