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excellent.  cute music, cute sprites, cute conceit.  i fucking love kitsune-ass tail powers, that's good as hell.  love the smb3esque shadows on the background.  also love the background, i never expected pixel bath tile to be so aesthetically pleasing

i don't even know what else to say, this is small and straightforward

that said, games i enjoy get my brain a-whirring so here are some design thoughts, oh my god please take it as a compliment that i typed this much

- it's kind of a struggle in the early game; i can't quite one-shot almost anything, and power bonus orb things don't drop very often.  letting me lose to the boss and then continue with what i've already got is a nice touch, but then i lost again and ended up having to do 20 levels to fight the boss again.  on the other hand, playing 20 levels meant i could collect more stuff.  so maybe that works out.  i would probably put my thumb on the scale and guarantee that at least one whole orb spawns in the first N levels; you very rarely want anything to be 100% up to chance

- the charge-up time often feels slightly too long, which might be an opportunity for another kind of collectible that speeds it up a bit

- obviously my dick should change to match my tail, i mean, obviously,

- having a wimpy attack to start with and then getting a variety of others that make me better in some situations is really good, but i sometimes found myself with low health and faced with a heart attached to a tail i very much did not want to pick up.  i think that limits the player's ability to make decisions, especially since health is never a guarantee and you enter the boss fight with however much you happen to have; it was rare that i felt like i could afford to pass up health, even if the tail seemed like a downgrade.  and at that point it's less like i'm collecting powerups and more like my ability changes arbitrarily.  i suspect there's an aesthetic thing here, where the tail ought to be attached to something, and i don't know what you can do about that.  but i'd love if i dropped my current tail (in the world!) when picking up a new one, especially to lower the risk of trying a new one out

- the starting attack is really wimpy, the range is so bad haha.  being outranged by an enemy using the same projectile is a bit frustrating

- sometimes bats spawned in fricking elevator shafts where they were impossible to hit, or i had to drop down further than i could see and landed on a dude

- i always have mixed feelings about "penetration = winning", especially since it lends itself so easily to games like this.  i was glad to see it subverted here, by having us power-bottom a couple mobs instead.  although then it was unsubverted by the ending?  but that's also fine.  i don't know, i don't have an entire thought here