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Thank you for all the feedback!

The movement is basically about fast speed, making sure that input delay and frame time are as low as possible, and to not ruin it by adding any momentum. I saw games with floaty controls and probably rigid bodies, but realistic movement is the last thing a bullet hell needs.

The feedback video looks cool. I know from playing games what it should feel like, but I knew from the beginning that it is out of scope for the jam for me, it's the first time I made a game involving shooting. And when I tried to put all parts together, my pattern creator script crashed and burned. So last day was super hectic, I was 90% I won't make it. I even made the lines for the art extra squirmy, to give it more of a "child drawing" look, instead of a "the backend dev opened paint and had no time" look. Better ugly but cute than boring.

About the zoom, I intended to give the player options to interact with the computer and Yuri at any time instead of dodging bullets, but it had to wait for a later version. With all the positive feedback so far, I think I will continue to work on the concept.