Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I like this concept, and your execution is nice and juicy! The early-game and late-game feel very different from each other, which is a cool progression. 

Eventually, the game enters a perpetually slow state because the slow timer resets every kill and it's impossible to miss when the screen is covered with enemies. Is there a more engaging way of ramping the difficulty?

Thanks! Glad you liked the 'juiciness'! I actually thought about adding some Roguelite elements—like a 3-card power-up system—to keep things fresh. Ideas like parrying bullets during slow-mo or having special 'slow-mo zones' would definitely add more depth. Sadly, I have a busy day job and only had two days for this build, so time was quite limited. I wish I could have spent more time on it!