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The aspect ratio is awkward. It often feels like there is not enough vertical space to control the screen, and yet you can be super sloppy herding bullets back and forth and never get backed into a corner.

There are too many bullet sponge enemies for it to be reasonable to control the screen, and there’s not much variation to what they do, with most if not all obstacles being straight tracking shots. Often, it's better to run circles around and entirely neglect engaging. Very euroshmuppy stage design so far, especially with how much of a hurry they are in to quickly hog up the bottom of the screen.

Why do you have no bomb but a shot type mapped to the x button? If you want an alternate shot, can’t you have it trigger when you tap the shot button?

I like the final pattern on the stage 2 boss, but for it to warrant lasting that long there needs to be some escalation over time.

Overall you have nailed many of the basics but this needs a lot of work still.