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 - Impressions from first playthrough:

Core gameplay is solid, could not drop it until the end of the demo

Vibes are good, nice choices on the music and sound effects department

 - Bugs:

Music stopped during one of the levels and only started again when starting the next.

 - Controls:

Movement felt a bit stiff

Did some dashes to a direction I did not want to, especially in high pressure moments

 - Juice/feedback:

Upgrades did not feel too impactful

Dash availability needs stronger feedback

 - Brainstorm:

Sound cue to communicate dash is available again

Character has a front side that determines dash direction

Mouse only controls - character follows cursor, dash with one button, grabs/launches enemies with the other

Let player pick one upgrade right at the start

10x the power of upgrades, so that the playstyle changes dramatically

Add movement inertia, have an acceleration/deceleration curve

Increase juice on large plays, every additional enemy defeated adds to the effects

Large combos give a temporary buff