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As others have said, this game's scope and artwork is very impressive. It's unusual to have to read what is essentially a manual before playing, rather than an in-game tutorial, so that may be a turnoff to some people. It was not for me.

I was not expecting the game to be so immediately challenging - the very first level I dropped into resulted in being ganked by three mermaids at once. The mermaid's attack reverses your controls, so that situation wound up being very difficult to escape.

The concept of upgrading your weapons with a grid to create flowers is a really neat way to do weapon upgrades. If you decide to create another game like this/expand on this game, I'd love to see that concept again.

The art is also very impressive. Eight different visual options for six different slots on your character, plus the multiple tilemaps, plus the enemies, icons, gui...And that's not even getting into the fact that there are bosses and unique boss fights, that each enemy has their own movement/attacking patterns...

Everything about this project impresses. Very nice work!

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Thank you! I'm happy to hear you had fun with it!

I'm used to experimenting or reading a manual, the lack of proper tutorial was a bigger problem than I anticipated!

Sorry about the first level, we got the enemies working in the last few days and I never got around to tweaking the spawn amounts. I've seen some examples where the first area has a lot of enemies all at once.

I've wanted to make a game using this kind of upgrade system for quite a while, so I'm glad to finally have gotten to do so! There's a good chance it'll show up somewhere again 😇🪽

Half the reason there are 4 areas is because I wanted to make a bunch of different aesthetics for the areas haha. It ended up making the game a bit longer than intended so we probably could have cut some floors.