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(+2)

Surprisingly fun shmup for one with shop system! Really ambitious too! It took me a while to get used to how the game works though.

That said, WOW, the ship inertia is REALLY aggressive in this game. I’m used to arcade shmups where there’s no ship inertia, and Western shmups typically don’t have, like, a lot of ship inertia. I think the ship inertia should be reduced or make acceleration faster.

I constantly ran out of energy at early and late game.

I think if I seriously considered going for scrap counterstop, I’d go for a:

  • Main weapon: shotgun
  • Sub-shot: quick shot
  • Third shot: rocket setup since the rocket shot is super duper good due to splash damage.

https://www.youtube.com/watch?v=AkPLaR9h6so

(+1)

Thanks for playing and the feedback!

We're going to rebalance much of the combat after the jam. The weapons were meant to also get purchasable upgrades, to allow further customization, but we ran out of time. We'll work on the inertia/acceleration. We wanted the energy limit to be part of the strategy, but need to balance it better, especially late game. We made the first Energy Storage upgrade cheap to help early game, but it really depends on play style, and that still only gives a small boost until you get the regen. Once the core is balanced we plan to add late game procedural endless upgrades, along with new options for starting in higher difficulty dimensions.

Thanks again for recording your playthrough!