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(+1)

Thanks for checking it out!


I wanted to lean into a simpler gameplay loop and system this time (my team's entry for HoloJam 6 was nearly too much to handle, so I wanted to dial it back a bit hehe). 

But we worked with a new musician this jam, and couldn't have been happier with the end result, he did such a great job on the tracks, and whipping up the SFX for most everything in the game (now I just need to see what I can get him to cook up for the post jam content :wink:)!


I've brought it up in a couple replies now, but in the next build I have added a delay to some of Kronii's more difficult attacks to make them easier to handle, but I may also reduce her bullet speed across the board slightly to help with those and the non-delayed attacks.

I've also reworked the boss fight mechanics a bit to prevent the player from just standing on a single point and charging it repeatedly - slowing the player down was my original solution to that, but it sounds like it didn't really land, so I had to tweak some more central aspects of the fight, but I think that change is for the better (though I guess I'll find out when I can upload and get players' feedback...).


I definitely do think the boss fight has been one of the harder aspects to manage, between incorporating the main gimmick and balancing in general, but thankfully I can rely on everyone playing to provide insight and different perspectives to help me come up with potential fixes!


Thanks for taking the time to play, and for the helpful feedback!