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(+1)

Wow, a very polished game and very fun to play! :)

I like the song because it doesn’t feel repetitive and the boss intro is very cool. The visuals are nice, I really like the design of helpers with the axe of the boss and the bullets are clear to see
I’m thankful that everything can be played with the control, not having to change to the mouse to pick an option is great

The difficulty is good enough to be a challenge without feeling overwhelmed and never felt unfair, maybe if there were more enemies coming from your side of the screen outside the intro, an indicator would be nice but since that doesn’t happen isn’t needed

I think I would like a really small tutorial or space to see what the Hyper does, I could see it on the game by pressing the button but I like when there is a relaxed space to test the controls and see how the actions are

Also the menu for the resolution screen is a little strange, only let me change the resolution option when it’s on "fullscreen" but not when it’s on the "windowed" option. Since this doesn’t affect the gameplay and I didn’t change the screen resolution, it didn’t affect me, just a little strange to navigate that menu section

Other than those 2 little things I can point out, there is nothing I can say, only good things, the patterns are good, the game gets intense when it need to and I like the way of playing this, as the page says, its aggressive and rewards the risk, on my second gameplay I saw this through the gameplay and it feels very rewarding seeing the hyper and bombs in action. And talking about the game page, I like it, also nice story setting, when I finished the game twice, it really left me wanting more of this. This is the kind of game I wanted to see when I joined this jam and I'm happy I could play this

Really nice job, this was very fun! ^^

(+1)

Thank you for your detailed comment! I'm really glad that you find the challenge to be just right, my games tend to be too hard for many people so this time I wanted to make sure and balance the game so that jam participants would be able to clear. So far everyone I see was able to beat the boss and didn't complain about the game being too easy, so I see this as a success!

Regarding the things you pointed out - due to the jam version's length and how intense the stage 1 track is, there wasn't really much room to fit even a small tutorial on player abilities. So instead I tried to keep their mechanics simple and intuitive as soon as you try them for the first time - when you use the bomb/hyper, the sequence of events that always happens is: bullets turn into items > items get sucked up after a short time > hyper gauge or score increases on each item collected. In-between each event there is a short amount of time during which the player can "register" what exactly is happening - about 0.5s per event, so pretty short time, but each event individually is pretty simple and there are no complex conditions or mechanics, so should be possible for the player to learn each effect on their own.

Hyper is slightly more complicated because it adds two more events (... > player shot gets empowered > score items start to come out on each hit), they both happen within the same time window without any delays or time to mentally register, so it makes total sense why you'd want more information or relaxed opportunity to learn how it works. I'm really not sure what I can do to help with it that would fit with the flow of the gameplay but I'll keep it in mind, maybe there's a simple solution to this problem somewhere

Thank you for reporting about the resolution - in all my time using this engine I've actually never tried Windowed mode which is admittedly a pretty huge oversight, I've relayed your feedback to the engine developer so the way it works might change in the future to something that makes more sense. Thank you for playing, I'm glad to hear you enjoyed the game so much!