<3 glad you liked it! I can't really think of any other games with the same concept but I'm sure we weren't the first to do it... worth investigating
June Flower
Creator of
Recent community posts
*For the clown realm; there's a way to open up those white noise filled curtains. it's very close by.
*For the book, don't sweat it. just a joke.
*RED contains only 1 thing of interest regarding progression. it's meant to be a difficult area that you get lost in, but once you know where that thing is it's not too bad.
*the great outdoors contains many silly things but none of them are important to any fish, herb, or item... it's all bonus.
Thanks for the kind words! and yeah, I made the game expecting most people wouldn't finish it and would just explore until they're tired of it.
Finished with 11 cakes and 76 deaths. What a fun game! I'll admit I've no idea what a Bucko might be or who that vtuber (I presume) is and just played this based on the description. There's a really good set of mechanics and some very fun dosformer level design. The way powerups work is cool as well, spent a while dying in a certain level but always managing to get back my double jump the next run... excellent tension. Art and sound design is super good as well.
I guess the one thing I'd say is some levels seemed a little too difficult to process every part of while playing? the one with 3 yellow teleporters, a chasing robot and a a bouncey robot felt like my brain was on fire... maybe I'm just an inadequate bucko gamer.
Nice work!
for the first point: I kinda misread it even by the end it seems; the 100-125% part of the heat gauge is darker and it looks like a second gauge. it's hardly a major issue but I kept wondering how I could fill it up. I guess having that bg color for the 0-100% range and an even deeper one for the 100-125% range would help make it read like a single gauge?
for the second: I suppose either would be fine to be honest! a dinky-er sfx or something.
Had a fun time with this shmup. I like the emphasis on grazing, which I rarely see being encouraged so much in a survival clear. final boss was a lot of fun.
Some small thoughts;
-was a little confused by the hud, which makes it look like there are two separate values because of the >100% gauge.
-hard time figuring out what does good damage (is it worth it to burn my heat and absorb bullets? most of the time it felt like a waste to do it offensively). I also originally assumed the 100-125% range bullets were weaker (the red ones) to encourage players not to hoard heat, but I never really figured it out.
-Stage 4 boss was completely trivial... a secondary pattern on top of the waves would be fun. then again, i suppose he's supposed to be a miserable lad.
Probably one of the top pico-8 shmups or even pico-8 arcade games in general. Thanks for making it!
Really fun little game, I appreciate the great art direction as well. All 4 weapons were really fun and useful, which is pretty rare in games that let you freely switch weapons. Great tension in the last part. Nice work!
I can't help but wonder if the flying enemy in the
final stage has some kind of spritesheet
misalignment when attacking, though.
Maybe I'm just reading the sprite wrong.
If you're talking about the final track, the sped up with bitcrush version, I made it myself, and no I've since changed hard drives unfortunately. For the midi I'm sure you can find it just by looking up radiohead midis. I think I also messed with the notes a little though so it might sounds different. sorry


















