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(+3)

This was incredibly polished. I honestly forgot I was playing a jam game for a second. 

The sound design was great too. It was subtle enough to let the music shine, but still present enough to give good feedback during gameplay. The music track also fit the classic shmup vibe really well. The shrink implementation was a really cool idea and was nicely executed. I also thought it was really impressive that you were able to include and balance multiple difficulty modes for a jam game.

The boss was a big highlight too, both visually and mechanically. The art and animation looked great across the whole game, and there was a nice variety of enemies. The title screen and UI also added a lot to how polished the whole thing felt. The whole game felt very complete.

(+2)

Thank for the kind words and for playing. Really glad you enjoyed the game!

(+2)

Thank you. I thought the first days as I was testing the stage difficulty that different levels of difficulty would help different people be able to enjoy the game, especially because bullet hells are challenging by design, and I wanted most players to enjoy it. So every enemy was tailored manually for that, and the first stage waves we were testing were horribly balanced, after that, I figured that balance could actually make a big difference in how well or bad the game is, so that's why it is such a focus on the game. This was a really important lesson on game development during the jam!

Haha, sorry for the long text, I'm happy you enjoyed it!

(+2)

No worries at all, I honestly like seeing people talk passionately about what they made. Balance is one of those things players might not always notice directly, but they definitely feel it.

I know how much time it can take to fine-tune a game, and yours had quite a few difficulty levels, so I’m sure that took a lot of work. It really came through.