One thing I noticed is that when I destroy the first town my game will soft lock for up to 5 seconds. I had a hard time damaging enemy ships as with the knockback they do I couldn't get close enough to hit them. Surely I'm doing something wrong here hahah. In the end I just played econ and spam taverns. I thought the concept was pretty unique though, mixing like idler/clicker with ship battles was cool. The graphics were also very good.
BenIsSuperCool5
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The art reminds me of line rider hahah I liked it.
The level design is really good, these puzzles seriously made me think. I stopped with the blue gravity/warp level due more to time constraints than anything. But yeah, have to congratulate you on the level design because I think it's very well done. I agree with what others had said a few jumps were annoying / too hard. The puzzle itself was enough in some levels, I think the game wouldn't have lost anything if a few jumps were easier hahah.
Overall great job
Hmm, a little tricky and potentially a skill issue but I wasn't sure whether I should stand next to or on an object to interact with it. Another one is how to get people to follow me, I did do it by holding F and walking around but I wasn't sure exactly how it worked.
One way I imagine to make it clearer is through level design in a tutorial level. That's just one idea.
Great game, impressive how there's a proper structure with story and great art. In my opinion the level design is really good but like some of the others have said, with the movement being a bit rough I think maybe decreasing the checkpoint interval by .5 would have been great. I agree that shortening the acceleration/deceleration curves to make it sharper, Madeline-like movement would have really elevated the game to the next level.
This game felt super clean and polished to play, amazing job. The graphics and execution was just great, and I liked the different combinations available. Unfortunately, the bird flies so fast that it was difficult for me to tell which added more points and which were multipliers and thus I had some trouble optimizing for a super high score. Maybe some more obvious UI elements like popping text effects or a tooltip would have made it clearer.
Aside from that I think it's a fantastic game and close to 5 stars, great job!
Great game! Felt good to have an arcade style experience, and the gameplay was substantial with the different movement patterns, arrays, bosses, etc. If only there was some sound but I can understand as it seems there's already been a lot of effort put in to this.
I got to 3-1 after dying two times and stopped there because of time constraints. I would have played further if some of the waves were a bit shorter. Awesome job!
Yay, this game reminded me of how awful I am at rhythm hahah. Maybe I'll come back to it to see if I can find the groove. I agree with the others a UI indicator would have been helpful to know when the rhythm shifts are coming, or if there was like a buffer animation during which I didn't need to have any key presses.
Skill issues aside through this looks and plays very solid, nice work!
The camera shift when throwing the bell was a bit disorienting. Also, why were there that many enemies at once ;( 5-8 would have been more than enough. I also feel like throwing the bell should give more information / reveal more of the map. I can see the game being very good with more polish/balance and some UI improvements.
I liked the art during the dialogues, it was very impressive. Reminded me of some Supergiant games. The combat felt kind of like the arkham games
I was thinking would I have liked some roguelike vampire-survivors mechanics, or would that detract from the focus and was the story enough to keep me playing? I think you could argue for both. The notes were a little depressing but also very relatable ;(. I would have liked to see more upswing arc for the owner hahah.
Eventually around room 7+ I realized I could just run from corner to corner without barking and no new enemies would spawn in.
Nice entry though, very cute and wholesome ending.
I like the environmental theme, can tell you put a lot of work into the prologue hahah. It was a bit jarring when the movement handling changed so suddenly, I had to die a few times to figure out how the jump works. I like how you gave typical shoot em up gameplay some meaningful context, it added some nice extra depth to it. Prologue kind of reminded me of Finding Nemo
I think it has a smaller niche. I like difficult games hahah, but other people may get frustrated especially if they're not into music.
If you want to make it more accessible for such people you could allow them to listen to one letter at a time 🤷♂️. Maybe two modes experienced/beginner, one with words and one with letters. Idk hahah just a thought
Noted for next time: decrease alpha for yellow circle. Also, summon Dobby to help me with the UI details 🤣
Yeah I would have loved to make more levels to smooth the difficulty curve. As is I chose to make the levels harder/tighter which has its own pros and cons.
Thanks for sharing your experience, it's important for me to understand for future level designing :) I'm really glad you enjoyed the game!









