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Marty_DYR

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A member registered Jul 09, 2020 · View creator page →

Creator of

Recent community posts

Amazing! 🔥🔥🔥This is so much fun already guys, great design work and the aesthetic is really gorgeous (feels like some Jamestown palette/vibes influence in there? - But you have really made it your own - love the enemy designs). The 'bomb build to multiplier' loop is really satisfying and I can feel the further risk reward opportunities there and have that feeling of wanting to push further for score (which speaks to how accessible these elements are - if its too obtuse i typically start to lose interest). Loving the bullet patterns too, complex but not unfair. 

So really no notes, just want to say all the best and really excited to play the final! 

Bravo! This is absolutely awesome :3 . The visuals are great and the gameplay really shines for me here. The balancing of the grazing and point blanking makes really interesting player choices . Absolutely love the way the sword shaped bullets allow for guided grazing - that's a fantastic fusion of visual style and gameplay. 

An udder delight! 
But seriously, soo good. 5 out of 5 milk churns.

Hi there! Really loving this one, really nicely thought out encounter design and the aesthetics and style is great :) . One comment i would have is that I'm struggling a bit with the player hitbox being so far to the back of the ship - feeling i'm getting hit a lot because i guess that the genre typical is for it to be the center of the player object. Not sure if there is anything more that can be done to better move this to the center visually - perhaps just visually moving the location of the options so they are in line beside it or something? Otherwise loving all the work that went into this and looking forward to seeing what comes next.

This is epic, so good. Thanks so much for making this. As Maybell says, so sharp.

This is fantastic! Love the idea, the game design and the art! Amazing work!🔥🔥🔥

Question and suggestion if i may - Any particular thinking behind the mouse controls? - i get that it helps with the repositioning mechanic but native shmuppers are so used to dodging with stick that it's hard to regear. I actually did a quick remapping to stick and buttons with JoyToKey(with one for a focus mouse speed slowdown) and it is so very playable in a way that doesn't seem to take away from the core.

Also in terms of the bullet hitboxes could i suggest shaving it so its only the lead white/yellow bit rather than including the red/orange tail? I keep on running into things because it's a bit of a genre convention that only the 'hot core' of the bullet can make impact and you can graze through the tail.

Anyway just some thoughts because I hope you refine further and then you should be asking for money for it. Really great 'Shmup skills test' sort of vibes. :3 

Hi Louie - Bought it, played it, love it, photo-ed it.

One suggestion, if I may - the yellow enemy fire becomes a bit tricky to trace when amongst the player fire (in particular when they are the radial starburst patterns).

Potentially change colour or differentiate in another way to make those shots just a bit more visible?

Thanks again for this amazing game. :3