Thanks! Glad you enjoyed it!
Ismael Rodriguez
Creator of
Recent community posts
You have valid points. I def could have done more in game to explain how certain mechanics work (such as the time mechanic), I opted to cut-scope in game and intend to add them here in the game description when I have time.
I tried to keep both melee and ranged attacks relevant and force players to make a decision on which type of attack to use, but also allow space for upgrades to change how certain runs will play, rather than a more deliberate/baked-in design. For example, there is actually an "epic" upgrade that recovers mp with melee hits, if you power up enough, every melee hit will full charge your mp meter.
Regarding less-but-more-powerful upgrades, I considered that type of approach. With more dev time (or more roguelite experience) I may have gone that direction.
Thanks for your feedback!
That's a bug. 😞
It's actually fixed in the update. There's a link to the new update on my website http://retrocasual.com.
Thanks for your support, and feedback! That's an interesting suggestion. I had the chapters keeping track of total deaths because I thought it would be fun to know how many times you've died in that chapter. If I remember correctly, speedrun mode should count your deaths and diamonds as a fresh score, which would then be added to the chapter's total death score. I understand why it would be nice to see your best score on the main screen though. I'll consider that for a future update.
Thanks for your detailed feedback! I should say, i did consider putting a "hit me" type of indicator over the ufo. I knew people would figure it out, even if they don't get it on their first try, the save isn't far away if they messed up. Freeze-frame-step-by-step tutorial is usually a no-go for me, but also, with only 48 hours to make a game, it's pretty much a "hell no" lol.