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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!

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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.