The game has gorgeous aesthetics, I love it!!
My feedback would be: Make things more clear in-game (when I started playing I didn’t know what anything was doing and didn’t even notice the star that finishes the level). Not saying that there should be a text tutorial but a negative sound when you try to move when there’s no move charges + giving more contrast to the goal sprite/making it bigger would help a lot; Making the moving platforms a bit more readable/predictable would be good. Playing around their clockwork feels a bit frustrating at times, and; Maybe the adrenaline doesn’t need to be charged? It could be used with a cooldown at the cost of your score.
Keep in mind that this review is based on first impressions, the game does get easier the more you play (I bet that’s how you guys got scores so high LOL. Seeing the scoreboard feels like watching someone beat a demon level in Geometry Dash: hella impressive and you know they put a lot of training into it, which feels pretty epik)
Denil7
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Yeah, no problem! And thank YOU for creating such fun and atmospheric games.
What can I say? It’s just a blast every time I pick this one up, and I’m always amazed at how well done and pretty everything is. Any day I ought to buy Wibbly Witches and roll with it as well!
Hope you’re doing well Owen. You’re sort of a legend/big inspiration to me :)
I love this game man
Everything is very thought of, and the attention to detail is insane! Not to mention how good it looks. Some places still have me stopping by to appreciate the scenery or some cool elements
The story is super cool too! Well, who knows, this could be one Chapter of a truly great journey ahead :)
P.S. It's epic to see that crossover come to live here :>
I'm afraid this game is just an interface for a very serious and very real artillery system that we don't know about yet. Maybe they needed pilots for their drones but machines just couldn't handle it, they had to trick us gamers into piloting their drones to fend against this mysterious force..
or maybe not XD
That video was great btw :D
I love this aesthetic so much!! and the way the ship changes every time you upgrade is such a nice little detail!
Although the gameplay was a bit too random in my opinion, it felt like I was just tanking all the hits because of the controls, but I see that this can be a great shoot em up / bullet hell game if you make the controls tighter and the projectiles a bit slower and bigger (to make them easier to see). Also add a simple meter to display how many XP you have to collect to upgrade again.
This type of puzzle is kinda tricky to code but you coded it flawlessly! (at least I didn't find any bug XD) My only problem with this is that the orange and red colors are practically the same. I'm not colorblind myself but checking the hex values I noticed that they are only different by a hair
I wold recommend creating a shader that adds some sliding textures in front of the different colors (like a pattern with triangles floating in the green for example)
Thx!
It was really fun to play around with the level design - at least it was fun to playtest as I was doing so XD
I would say that this game would lean more towards the 'finding a nice way to swing through a level' type of game, hence the quick level restarts to help with route testing. But I have to agree that the death detection is a bit harsh, the way I coded it is like: if velocity x of player =< 0, /kill (which isn't exactly the most accurate way of doing it)
Thanks!
I indeed should add some quality of life features such as checkpoints and less confusing jump mechanics (or at least code them better), it's just that I'm so familiar with platforming that I sort of forgot that there were people that weren't so much into it like me while developing this entry