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I wasn't expecting a side view defensive brawler, but here it is. Punching things is pretty fun, with strong animations. The hit detection isn't perfect, but it's pretty good. The choice of sweets as enemies is an odd one, but stands out in a crowd of ambiguous dark monster things. The upbeat jazzy music, too, is a great choice. The key art drew me in immediately and the cute, brightly coloured ingame art lives up to the expectations that sets.

I never really understood what buying "tech" meant or how to use the abilities. Was that what the arrows in the middle of the screen were for? I thought for a while this was just indicating where enemies were coming from. In general, I think the game could be signposted better. It's not super clear that you take damage by enemies reaching the right side of the the screen, either.

I made it to wave 6 before getting overwhelmed. The cotton candy monsters are real tanks! To be honest, it was getting repetitive by that point. Punch, punch, power attack, repeat ad nauseum. I'm not really sure what could be done about this. There are already abilities that shake things up a bit.

Overall, this one didn't have a lot of lasting appeal for me, but it was fun while it lasted, and I love the art and magical girl design.

Thanks for playing. 

Tech are special moves entered by pressing the arrow keys in a certain order. It's the same kind of input like in fighting games, except it ignores direction. 

But, yes I should probably have explained that in game. 

Originally I wanted the Enemies to react differently to each tech forcing the player to adapt their fighting style to each situation, but I ran out of time.