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(+4)

The game quality is top notch. Great pixel art, animations, sound design, responsiveness and page graphics. You can really see the 280 hour put in to the project.

The first time I was alone in the lobby, so I didn’t even know it was a multiplayer versus game and I just collected the goops and shot them into the crystal trying to figure out if there is more to the game. But then I changed the server and connected with two other players.

The gameplay is quite simple- shoot the big crystal for points or shoot other players while trying not to get shot yourself. I found that the competitive/ versus aspect of the game is very easy to avoid and when I played I didn’t really feel the need to shoot other players (I did so just to grab their attention or to try and goof with them).

I feel like there is a very wide window of how this aspect could be improved to feel more dynamic and competitive (the most striking thing for me was the speed of the projectiles- I could be next to an enemy shooting at me and still outrun/ dodge the missiles without a problem by just walking), but that’s obviously a job for your team to decide. I also feel like the player’s speeds should be more extreme (much faster without the goops, much slower with the goops- that implies high risk- high reward system).

But like I said, the production quality is way above game jam standards. I love the polish and overall UX of the game.

I hope you will continue to update the title in the future and add more things to make it even more interesting. Great job!

(+1)

Thanks a lot! From my side as Audio Game Designer, the goal was exactly that... making the game feel responsive and polished through sound. Every action, from shooting to collecting, was designed to reinforce feedback and clarity for the player.

Your point about the pacing and competitive tension is super valuable. There’s definitely room to push things further, especially by making audio react more aggressively to risk/reward situations and player interactions.

Really glad you enjoyed the overall feel. That kind of feedback makes the 280 hours worth it!

(+1)

I am glad the quality stands out because we really gave it our all to make it polished despite the multiplayer taking most of the time to get working. Thanks a lot for playing and commenting