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MeedrowH

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A member registered 48 days ago

Creator of

Recent community posts

Thank you!

Originally, the hammer could hurt you at any time, but we decided that with the bullet-hell aspect, it'd be better to move the functionality to the current version. We're glad it works out!

I agree, the thumbnail drawing by BlueVoid looks great! The way he made the fairies move was also his idea! And thank you about the sounds! I'm new to sound design, but finding those few interactions between common-day objects was very satisfying.

Button remapping? Interesting! I believe this is the functionality of Shooting Game Builder that we used, as I don't recall putting that in. Either way, good to hear you could beat the game!

The final attack was purely coincidental, believe it or not! We were playing around with some patterns and created it on accident, and the shrinking came by attack just playing out! We also had a plan for a second desperation attack at the end, but decided to scrap it.

Either way, we're very glad you enjoyed it!

Thank you!

Haha, all is fine, the game is great either way!

Really nice, although the game doesn't seem made for keyboard + mouse, I can't even use all the controls whilst playling >.<

The pillar bosses were an annoyance to deal with, but doable. I think if they periodically changed places, they'd be much better.

Really nice boss designs and patters, very solid work!

Extremely fun, and difficult at it. I will admit, getting past the arcade machine on Hard is not possible for me (some attacks are too fast/pulsing for me to see them properly >.<), but Normal and Easy are doable. Thank you for the option to choose difficulty!

The difficulty is a little out of place place, I think, for certain bosses. The arcade machine feels extremely difficult for a 4/5th boss, with that wavy attack pattern (the green and violet one), but it's not a deal-breaker. I think it might be just me being bad at the game :P

I really love the designs of everything, from the menu itself to the bosses, and the simple but catchy music. The sound design can feel a tiny bit irritating later on, but nothing serious. I really like that you show the player's actual hitbox within the bear sprite, too (Why didn't we think of that lmao)

The upgrades feel very natural and rewarding, and I like that you lose them in stages rather than all at once when you get hit.

I think the only thing this game is missing is a health bar for the bosses. You get a feel for them after a few playthroughs, though.

Overall, a definitive 10/10, no questions asked!

Very nice and pretty fun! The action is rather fast-paced, and the bullet-hell aspect is really well done!

The only 2 problems I found are that 1. the base movement speed is so slow that 3-4 sneaker upgrades are basically a necessity; 2. Enemy can spawn ON you, and their types seem completely random from the available pool. I've had waves 1-2 harder than 8-9 spawn.

Overall, very good work, has a lot of potential!

(Sorry to hear you got ill, I hope you're better now!)

Very nice game. I really like the art and the music. The sounds are very pleasant to hear, too. Overall, it feels like an isometric-view 3D-rendition of Enter the Gungeon, and it delivers.

The gameplay has a few slightly weak points, like not telling you any of the controls (which would be fine if not for the fact that dashing is pretty much required in the very first room >.>). I really like the idea of picking up the bullets you shot, it forces ammo management that would otherwise be either annoying or game-breaking.

The boss fight was good, albeit rather easy. Also, the boss is entirely cheesable: if you wait a little and manage to get behind it, you can spam and clear it within ~10 seconds <.<

Overall, amazing submission, really goes to show your team worked hard on it!

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Thank you a lot!

The hammer went through a few small iterations in its development cycle, including a point where it could hurt you even when you were big Shinmy >.> We're quite happy with how it turned out, and we're glad you like it too! Smash 'em fairies XD

Well, it *is* the boss fight! Admittedly though, we might've gone a tiny bit overboard (Just a bit >.>) To be completely honest, the hitbox is really small compared to Shinmy's sprite, and we didn't really explain that >.<

Thank you! Void really cooked with the background!

Thank you!

The hammer's controls were Void's idea, and they definitely need some getting-used-to. We planned to have the hammer be thrown by Shinmy and make it possible to be caught like a boomerang, but implementing it turned out to be quite the doozy >.<

We initially had the health be displayed in the corner as a numerical value, but we liked the idea of flower losing petals as you get hit more. I will admit we should've kept both, though, but we got lost in the process.

The boss track was the only one we managed to finish before it was the time to submit. We had a conceptual/placeholder general wave music but decided not to include it (we didn't get it past a few seconds, so probably for the best >.<)