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(+3)

the mechanics are nice and compact but also come across disjointed in ways (speed is the only mandatory stat for boss clear, but not much tells you that and dodging doesnt feel great amid 4+ ads when you are building speed), the gameplay has an extremely uneven groove but does become very heatable beatable (in a fun way) when you know what you're about (tho by then you blow past boss and win and stop; i restarted to double check there's no new game+/loop+ [i played at jam start, is fuzzy], and holy, i think no i-frames and crafting enemy combos is good for crunchier risk management {notably, megabonk does this [it might be tied to stats, particularly armor?] and i like it} but it really doesn't help with the complexity bottleneck the player [i] experiences[d], a little unforgiving, a little shock to the egoist), gray leno's long line of cars attack has stuck with me since i played it

(+2)

Yeah game balance and some extra content got sidelined until the very end of developement.

Still, I'm glad you enjoyed the "high risk - high reward" concept of the game, we might consider polishing the game once the jam ends!

(+1)

Thanks a lot for taking the time to give us such thorough and useful feedback. I’m not the game designer, but if and when we polish the game, I’ll make sure it’s taken into account!