Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Oh yea i guess theres no explanation its just kinda implicit that youd know how to shmup, thats uhh on me, thats absolutely a mistake! theres wasd, arrowkeys and gamepad stick by default (granted i forgot to add deadzone so its way too sensitive on gamepad).

The game is still meant to be difficulit, granted some parts are not so much and others are just ridiculous. forgot to fix some timings here and there, with the worst offender (and only unplayable attack) is the last boss attack with the 3 lines, that just doesnt have good timings, so its very hard to set up even if youre expecting it. but everything in the game is possible with some routing + practice as intended. But the entire point is to blow up unsuspecting jammers for fun.

The bombs are the blue hearts on the top right (that blend very nicely in with the background as well..)

Needless to say more or less everything you posted are actual real shortcomings that i just had to move on with or forgot, but its mostly still playable within reason. perhaps some day i will mess around with the movement rebinds.

Issues aside, gg.

(+1)

I managed to get through a full run before posting this and figure out the controls through trial and error/looking at the keybinds menu (which is a great addition btw!) if my review seems more critical it may just be because  i tend to be more critical with games i can tell are of higher quality, and more experienced devs. it's easier to nitpick the small stuff. by 'more critically' i mean i can't rate it 10/10 but it's still a great submission in my book c:

ah no worry! its for the fun and its totally fine to have a critical opinion. most of the stuff you mentioned is also very reasonable. anything critical ill write down in the todo generally as long as it aligns with the designs + goals etc.

things like bad ui and missing rebinds absolutely go in the todo list though.