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There's a certain Atari-like charm and an interesting gameplay loop idea to this game, but imo it needs some polish. During the shmup section of the game, some of the little enemies are liable to almost teleport in front of you. I also had to maximise the window because some stuff, like coins, were hard to identify at first? I thought they were enemy shots.

The cave is an interesting concept, I just wish that the controls weren't divided between mouse and keyboard. Fortunately, the keyboard controls are pleasingly simple so it's not too much of a dissonance.

It was going be full keyboard, because gonna be other minigames that need more input , i opted to fix bug in the time i have(in fact i program a basic keyboard selector for the cave, but end disabling it, because can't reach the to implement it in main, mole and gameover).
Yeah I noted to late the sizee of the screen was to big, for experience i knew i don't have enought time to fixed it and rearrange the element in each screen in special the shot-em-up(i hardcode a few thig to save time).
Thanks for the feedback in special the coins issue(is the type of thing you don't noted for being the one made it),i think i can fix that adding a icon instead of the label in the hud).