Beautiful pixel art. I found the music to be a little irritating. It picked up after a while, but it's starts rough, and every time I checked my almanac the music restarted, so I heard that beginning part a lot. There was some text overflow issues with the Eurydice entry, and I got stuck on the roof of a house after a scene transition, but otherwise it's a nice game.
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Lots of fun. A comment on the page mentions how this has a Dreamcast vibe and I totally agree, very Sega arcade-y, especially the music. There were some levels where I ate rock more often than not, but that felt like it was my fault most of the time, I saw the gaps and just reacted wrong. My only wish is for more levels and a leaderboard.
NEVER STOP BOOSTING
I love shmups so my ratings are totally biased 🙃
My only real complaint was that I wish the attacks for the Crab Pulsar had different sprites, so I could tell if the attack was going to be a beam or bullets. I spent that round trying my best to camp out in a few spots and not move at all.
Beyond that, every death felt like a skill issue instead of the game being unfair, especially Sagittarius A. I managed to weave in-between the bullets once or twice and that made me foolhardy enough to try several times more 🫠
PS - I also kept expecting graze mechanics and got way too close to bullets, but that's entirely a me problem...
Couldn't get it to run on my Linux machine via WINE (black screen) so this is a review of the web build:
It was a fine experience until after the third checkpoint, after which the difficulty, and the distance to the next checkpoint, became unbearable. The spikes right in line with the jets was frustrating enough, but the power of the jets seems to oscillate, and there are some jets where the low point is too low to get onto the next ledge, so i end up sitting there waiting for the jet to get stronger to push me high enough. Really kills the flow.
Aside from that, the art is nice and the sound effects are fine. The music goes from moody and spooky to just grating after getting stuck at the same spot for several minutes :|
Yup, totally procedural; intensity, size, and offsets are all driven by noise algorithms. At some point I'd like to add export/import of the seeds so that people can share their "universe".
And as long as your cow is in a good place, don't be afraid to explore on your own! She'll just keep eating in the background, and if you get worried you can always click the cow button at the top to zip right back.
(Just a heads up, the universe currently has an "edge". I intend to fix that eventually, and make the map wrap around, to make it both more interesting and easier to explore)
Yeah, snapping the camera back to the spawn point was something I wanted to implement, but didn't have enough time. Should probably goof off less ¯\_(ツ)_/¯ If I ever touch this again, camera snapping is top of the list.
Also, super envious of people who are good at this game, I'm so bad at it ヽ(꒦ິ̑Д꒦ິ̑)ノ
Simple but solid concept, I could see this evolving into something Vampire-Survivors-esque with whole swarms of line-cutters, or possibly something more Tower Defense if you're shooting for strategy more than action. One note though, maybe auto-select the Justice Warrior? Since there's only one? Unless you intend to have several...
I dig the aesthetic, somewhere between cute and unsettling. The plinko/pachinko mechanic is also neat, I can imagine dealing with really complicated layouts would be fun (in the frustrating kind of way). Couple notes though:
- Did you intend for the ant player to roll around? If not, you should lock the Z axis on the rigid body.
- I noticed some sticking while scooting the ant around. Are you using a tilemap to render the non-oblique platforms? If so you should check out the composite collider



