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(+1)

With the way the van-headed mech waddles around with the music in the background (specifically when the synth lead is playing), the floppy-legged enemies, and the LORE blurb, the humor element was a success for me lol. I agree that some more upgrade diversity would be good and maybe some enemy diversity too, but I recognize that getting even more creative with builds and enemies is a lot to achieve on top of building a base game within a jam period. The difficulty also does ramp up quite a bit if you keep playing, and as it stands the upgrades are pretty good - there's synergy between the heat, firerate, pierce, damage and bounce upgrades. If you build enough into bouncing, you can start covering the whole map in projectiles and kill a lot of stuff by accident, but that does add the visual overwhelm after a certain point once enough enemies are spawning. 

I thought the blur honestly softened the edges kind of nicely. The text was probably the part that really suffered in the web build.

My run got snubbed when I got stuck on a pillar at an inopportune moment, which seems to happen pretty much any time you come in contact with one of them. It only ever took walking the opposite direction to get unstuck (was never permastuck), but I was met with 3 large projectiles simultaneously and a small army of little meatballs.

Nice submission, I had a good time with it!