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(+1)

One of my favorite entries so far when it comes to theme interpretation. The shooting mechanic does a great job creating a sense of progress and player power, not to mention the sounds and feedback make it very satisfying to use!

I'm a big fan of the visual style and the music as well. The art might have seemed simplistic at first, but I was very impressed with the way it managed to paint different biomes with such a limited palette. The complete shift in tone and ambience in the dark zone was one of my favorite parts of the game. I also adore the main character and the little room we start and end in!

The difficulty ramped up quite nicely over the course of the game. Some parts were pretty tough at first, but it was satisfying to get to a point where I could zoom through parts that used to give me trouble, and the snappy controls definitely helped. That said, I gave up pretty quickly on both of the bonus rooms (and did also encounter the softlock near one of the secret flowers).

One thing that I felt was missing was a straightforward fighting section or two, since for all its versatility and how powerful you feel with a bunch of upgrades, you don’t actually get to use the shooting mechanic against enemies much! Though I guess the moving crystals could kinda count as enemies? Either way, it’s just something I thought could help tie the game together, but of course a more puzzle-oriented game is perfectly fine too!

Regardless, a super fun and memorable game with a distinct style, great controls, and I’d say a perfect implementation of the theme!

(1 edit) (+1)

Thank you for playing it and all the nice words!

It's completely fine to not do those bonus rooms, they are completely optional and I made them way harder on purpose, only beating them once to make sure they are doable. I'm happy enough that some people are just finding them!

And I thought about enemies, maybe at least having like a boss you shoot down, but I did decide to no have any just to keep on the minimalism theme (in that case just basically having 1 type of enemy/hazard). I did have a couple of ideas for rooms where you would have to shoot them a bit more but didn't find where to fit them nicely. Despite that I've seen a couple of people shoot down the hazards in order to find solutions to some rooms that I didn't expect to, so i'm satisfied with that.

And I'm sorry about the softlock at that one checkpoint, I kinda rushed those secrets on the last day so that issue got through, I already have a version with it fixed that I will upload once the rating period ends.