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Thank you for taking the time to give your feedback, I’m glad you pointed out these patterns. The fact that some patterns are almost impossible to predict was intended. The goal was to give a real feeling of difficulty, to give the impression that the game is really violent, even cruel. But in the end, for a “bullet hell” the life system is quite gentle, the player can easily take 4-5 hits before dying and get all his life points back within a few second. The general impression of difficulty adds tension, but above all allows to really play with the player’s sensations: a break that feels really good, and most of all the satisfaction of beating the game.