Great visuals and well-executed concept! It seems to me the meta is to do one spin per round because it’s slow and you can re-roll the +- unit count so you only gain units and not lose any. At some point there’s thousands of things on screen and the framerate dropped to ~1 FPS :D (played in Firefox). Fun game! ^^
koamedev
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Thank you so much for the long comment and kind words!
In testing the reversed controls seemed intuitive to me but in practice it got confusing when spinning around. It could work as a setting for sure though. Here and there the background can be mixed up I admit, the background is darker and has a small parallax effect to help. I rushed towards the end of development (I mistakenly thought I had another day before the deadline, oops).
I procrastinated finding fitting music, and so ended up not choosing anything :p
I appreciate the feedback a lot <3
I’m sorry you had trouble finishing the game because your pixel art and music is really good! As for the gameplay, the controls were far too sensitive for me, I didn’t feel like I had much control half the time. The spinner can get stuck to walls and in corners too. You have the start of something really cool here though, well done yall!
And seriously, this music is great ^^
Thank you so much!
I was inspired by the Touhou games but I wanted to see what it would be like with a bigger play area and a free-moving camera. I wanted to stay true to that and that’s why there is no special movement besides the slow-down (which is all the Focus does here btw). If I do work on this game more, I am considering whether to focus more on the pure bullet-dodging aspect or maybe test some more involved movement mechanics (as you suggested) and attacks.
I can imagine getting cornered without any way to save yourself feels unfair but I simply ran out of time to remedy this :p.
As for the shooting patterns, it’s a combination of janky code and simple math. The complexity comes from having several going at once and in succession. Also had ideas for enemy projectiles that split mid-flight, or that change their speed over time, or the boss spawning more enemies, none of which would’ve been diffcult to implement, again, I just had no time left.
And that shooting thing might have been a bug, I’ll rework these systems either way.
Great game, neat concept. There are a few annoyances I experienced while playing and that is:
- the transitions between levels and especially restarts are just too long,
- the animations for moving the stick, that is picking it up and down and rotating with it, are too lengthy, which I felt discouraged me from rapid experimentation,
- the inputs seemed to be buffered a lot in advance and that made moving around feel quite unresponsive.
Still, great stuff even just from a jam entry. The puzzle design was really good, although I feel like the difficulty curve felt a bit wonky at the beginning.


