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There's much more to this little gem than meets the eye.  At first I thought it was a rhythm game. It's however a proper defender style shoot-em-up. Me likey! Musical part is there to get mega bonuses if you choose to do so.

After playing a bit through differently choreographed waves, you realize that you're presented with interesting strategic choices at the start of each wave. Spend precious time to methodically hunt for bonuses, risking the timeout, or just aggressively blast clusters of enemies and hope luckily timed hits will pump your multipliers. Go where the masses are for quick elimination or do it orderly from left to right so you don't waste time at the end of level chasing stray enemies across the whole map. Shooting for multipliers on kicks or on hi-hats... or both... or none... :)

There are only two things that would make this 100% for me. Fire rate should be faster, possibly automatic, and 25% bigger balloons for a greater pleasure of popping them.

Execution is flawless. Game runs smooth as butter. And your craft looks like a Flying V. Two thumbs up!

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Thanks nenad2d. Really appreciate you taking the time to give some suggestions - and you will have seen that I have already increased the size of the targets ready for the post-jam build :)

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I've seen that wip you posted in show-your-stuff on discord. It' looking juicy with bigger enemies and I'm sure it plays better ;) Just watch out not to lose that color saturation. Semi-transparency combined with white wireframes could  dim overall color appearance and make enemies harder to differentiate in the midst of action.

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Agreed. I’m looking into how to do a neon shader so that the enemies really shine out. Also, plan to have different enemy types, projectiles shooting at the player, better backgrounds, rewriting the music engine as it doesn’t quite keep time on the web etc!! Lots of fun ahead in need of play testing :)