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blearn

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A member registered Mar 28, 2017 · View creator page →

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Good question! I didn't do a good job at explaining power-ups. There was only one line of text on the first wave about it.
The power-ups are collectibles, and there is a counter on the top of the screen for how many you have. The more power-ups you have, the stronger your "push" force-field gets (it pushes bullets away faster). When you die, you lose all your power-ups. Each level spawns at least 1 power-up.

I was thinking the same thing when playing it, losing health when getting hit by the enemy would add more risk. No collisions with the enemy felt a little too easy imo.
Having more complex shot types (like the last enemy type) would make things more interesting too. Or even having one of the ships move in a sine wave pattern or something.

Neat idea though. Good job!

Neat concept! Tricking the enemies to walk near barrels so I could blow them up was fun. I like that you have to damage in order to shot, and that you have health regain to balance that. 

Thanks for the feedback. I plan on making a post-jam version so all suggestions are helpful.

Very fitting to the theme. I like that the shield uses energy so you have to balance how much you use it.

Great game!

Really fun game. Solid, simple mechanic that's oddly satisfying. I think you did a good job at teaching the player the mechanics through the level design. For example, starting them in a bottom of a pit to teach them how to wall jump.

I think your design really fits the theme.  The gravity well mechanic is more deep than it seems at first. Once you start mastering that it gets pretty fun.

Good job!

I really like that you made several different mechanics for movement. Being able to mix and match those lead to interesting puzzles.

Yay! Mark Brown played my game. :D

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Yay! Mark Brown played my game :D

Neat simple game. I like the controls and the design is on-point for the theme. Good job!

Nice design! Replacing eating with shooting makes for an interesting mechanic. I like that you clearly distinguish between the just fired (blue) bullets and ricocheting (red) bullets.

Nice design for the theme.

Cool idea! I really like that the levels loop. It turns negative feedback into a more neural thing. Instead of getting frustrated that I fell, now it is an opportunity to get the targets for this new level I'm in.

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Great game!
I think the core mechanic is very solid, simple yet deeper than expected. Level design is done very well for a short jam. It was difficult but very fun mastering the controls. Aside from the design, I dig the art as well.