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I like that this really feels like a complete game, rather than a jam. It's impressive to see this from a 1 person team.

My only concern was the pacing of the game. The campaign felt like it progressed a bit too slow, and the Arcade feels like difficulty doesn't increase long enough. After the first both in Arcade, I stopped because it felt like it took forever.

On the good side, the campaign is very well done, the story makes sense, and they justify the core mechanic. They also give mini-goals which gives more purpose to the game!

The mechanic is actually nicer than I initially thought, because it allows for a break in the Bullet Hell gameplay, but also reverses it completely, trying to get as many as possible.

I liked you could add a bit of dynamism to the music and also the background, which added more diversity to the game.

Well done!

Thanks! You gave me a Great feedback.

I was really trying to achieve that "Complete Game" feel... It was my main objective with this project... I usually get lost at the prototypes and really need to improve my "Completion rate".

Initially I wasn't so sure about the 10 seconds mechanic either... But the prototyping stage made me realize it's potential... It was an interesting experience.

I made the concepts for some planets to the background and were planning to make a 2 stage map... entering a planet to battle the boss.... Like those star trek episodes where something weird happens and they are forced to get into an tense and unpredictable situation. But 1 week really goes by flying.

I really liked how your game showed me the possibilities of progressing the gameplay and story just by challenges, without even needing text to tell a possibly interesting story. That was an nice knowledge for the future. Thanks ^^