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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!