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Played Arcade mode, and... yeah like what Aeon said, it's rather fast. I quite enjoy the speed, but many things (for example, the wave of bullets from the bottom of the screen at the start) feel kinda cheap. And yeah, the bullets can be a bit hard to see at times.

Awesome visuals and aesthetic. This one goes super far with the pride imagery, and I love it for that. Also, the patterns themselves are so pretty; I can see you really appreciate the beauty of danmaku.

I think the bombs are too powerful, or at least you get too many of them. Even in Arcade mode, they turn a huge challenge into something that's mostly skippable. Rinnousuke & Remilio's huge deathbomb window don't help matters. I ended up setting the lives to 999 and playing it bombless just to appreciate the patterns. Speaking of, I quite liked those patterns, especially Chimata's 2nd and 4th. Those were visually interesting and forced you to move in different ways and keep track of several different things. That said, I feel more could've been done to spice up the final pattern, as it's mostly just moving left and right in rhythm.

In short, 'twas beautifully extravagant... but extravagance is a double-edged sword.

Thank you for playing! I'm glad you enjoyed it despite its imperfections.

The stage was supposed to have much more telegraphing - in particular the enemies coming from bottom at the start would have had warning signs beforehand to get you to move upwards asap. I did incorporate a bit of warning in the form of big delay lasers later on in the stage, but I'll have to come back and make sure everything is telegraphed to the player. Bullet visibility is something that I'll take a look at too, but in the meantime the background opacity setting may help you with your troubles.

I was definitely going for a subtler expression of pride than other story-focused jam games this time around and I'm glad you could appreciate it! And I'm happy to see you enjoyed how my patterns look and play out, I try my best to focus on patterns that are both creative but not sleepy at the same time, and it seems my efforts are paying off!

The bombs were quite literally last-minute additions to the game which is why they're rushed/unbalanced. Rinno/Remi's bombs in particular are significantly stronger than Byak/Miko's bombs (only losing to Miko's bomb when used close to an enemy). In the future I'll be doing some heavy player balancing!!!

Extravagance is indeed a double-edged sword, but I'll just have to try and make the best out of it... Thank you very much!