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Amazingly polished! The explosions, the breaking of the wall, the pacing of all the little enemies before the boss, I loved it! Similarly with the forgiving checkpoints and how they were beautifully integrated with the player just walking over the previous obstacle!
I was expecting something more "distinct" for the game genre competition part, but I guess they mashed well together? Still on the fence on this criterion, will come back later after compared all the other games. Super cool stuff!


EDIT: came back for the genre-mashing criterion, many games weren't as distinct as I would have thought. I guess now, after having played all games, Xanderwood's rule could be interpreted both ways of seamlessly matching them or having them completely separate...

Thank you so much! I’m glad you liked the checkpoint system. It was a challenge to build because I wanted that seamless arcade flow where the player never spawns into a death trap. I totally understand being on the fence regarding the genres - and it’s probably more like a tightrope than a fence. My goal was a seamless hybrid inspired by a NES game called The Adventures of Dino Riki. That game was a bit of a diamond in the rough that pioneered the mix of vertical shmup and platformer. I see massive potential in that combo and tried to rework it. I used the bomb/bullet dodging and shooting for the shmup half, then integrated the jumps over fences, rocks, landmines and a river for the platformer half. The boss was then designed to test both skills at once. Thanks again for the detailed look and the kind words.