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(+3)

Short but fun twinstick danmaku!

Really cool attack patterns with really cool visual effects on them! Pretty good music tracks that fit the game.
I find it kinda funny how just before the fight CIrno and Clownpiece seemed to be at eachother's throat, and just a few minutes after they're really close. Life works in mysterious ways at times.

The crosshair is hard to see - it's thin and it's grey-colored, which doesn't make it contrast well against the arena and the danmaku. In an action-packed game it's important to have your crosshair stand out, would make it way easier to see where you're aiming. Make it red or cyan and I think that should be good.
Maybe there's a little too much exposition at the start. The "game" part of the game is literally only one third of the total content. Exposition and narration might be good story tools, but in this case it felt like story-dumping, especially when the only visuals is only a static background. Maybe the intro could be shortened, or have something to look at during the intro on top of the background (like an illustration of Cirno scattering her prank frogs)

Gotta say though, I really like the looks of the intro background, of the arena and of the title screen. Like Clownpiece's bullet's visual effect, they're so interesting to look at. They're not the ordinary types of landscapes, I might even say they feel lunatic.

(+2)

Thanks for your feedback, about the cursor we used it because we had the same issue with the mouse cursor… but it indeed doesn’t really solve the issue

For your second point yeah, we spent a lot of time on shoot them up part and thus the VN one could have went with a bit more polish, something we will have to think of for the next jam

About Clownpiece bullets, the other dev did a really great job with them and the patterns, saw an amount of math I didn’t expect to meet on Unity