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God, I lost my mind when I realized the chip damage mechanic’s reasoning. The art is some of my favorite in the jam - so rad to have the “angelic” aesthetics on the biological invading force and turning both of those tropes on their head - and combined with great music and tight controls it made for such an exciting play experience. The relationship between Minnow and the ship is also so wonderfully built up; their progression together over the course of the game feels wonderfully natural. Also the kink content? Hoo. Incredible work - I’m not into drone kink usually, but the art and writing make it incredibly compelling. I never would of thought of this application of the jam’s theme, and I’m better off now for having seen it.

The check pointing system felt really fair, and I love the inclusion of the extra lives accessibility even though I didn’t need to use it (the game was actually easier than I expected for a bullet hell!) This is the sort of game I wish I could spend more time with but does feel wonderfully complete on its own - I’m not going to be surprised if you get top marks again this year, that’s for sure!


Yes, lol the Impact Buster it is 100% an impact play pun. The stars really aligned on the theme cuz I had this melding with the ship idea cooking for a little while, I was so glad to hear that was the theme. 
It being a jam game I really didn't want to make it bullet hell hard, I was mostly going for it looking intimidating. I do want to come back and make it more of a challenge later, but still accessible for people who mainly want the story.

Totally makes sense re: the difficulty - I figured that might have been intentional, but knowing how notorious the genre is and the masochist mechanic I was genuinely surprised to die only once! A wise choice to prioritise story access, and an enjoyable one. :D