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DIM DREAM SWEEP

Graphics, music, character interactions, skull jumpscare, etc were all excellent, but I do feel the gameplay could use just the tiniest bit of polishing before this can really stand out as the high-quality jam it deserves to be. 

I think a lot of the patterns are stellar, but a lot of them seem like they should be built for higher levels of difficulty with perhaps scaled-back versions of them for first time players. Additionally, I think that the two primary mechanics of the offensive slash and defensive slash could use some minor adjustments. In particular, I think the offensive slash could use a bit less charge time and more range (TD Youmu being a perfect execution for reference) while the defensive slash should probably get a passive recharge while the charge-on-hit is removed, just because it ends up leading to scenarios where I feel it's impossible to get a hit because I have no defensive slash, and I have no defensive slash because I can't a hit. 

With just a bit of adjustments to the danmaku gameplay itself, I think this would be a really excellent game! However you might want to go about it, I'd really love to return to this some time!