Thanks for trying it out!
POOGLIES
Creator of
Recent community posts
Nevermind! I figured it out. You need to extend the grace period to BEFORE the tween reverses direction too.
After replaying and careful examination, I was tapping the key just before the ball hits the wall and reverses, causing a fail every time. The ones i hit were by cutting it closer and closer until i accidentally would edge over into the start of the reverse tween and suddenly score.
Once i noticed what was happening, and conciously decided to press down after the change of direction, the beat became significantly easier to hit. This also explains why i didn’t even realise there was a “good” until you mentioned it, because the only ones i would ever hit were perfects.
It’s still possible that my other two theories are amplifying of course :P but basically my hypothesis is that the people finding it difficult are pre-empting the change of direction.
I can think of two possibilities off the top of my head:
-
The web version is messing with the latency. Have you tried it on browser to check the timing is what you are getting locally developed?
-
Selection bias - aka. Your audience is game devs worn out from a month long game jam, fat from christmas dinners, trying to rate as many games as possible >_< Maybe it’s fine but we’re a bad audience lol
I liked lots about your game, but i did think the timing was fairly punishing.
I really loved the graphics style for this game. The gameplay was also very fun and addictive little loop. Ended up making it to wave 10 and defeating the boss, but the little army ships he dropped persisted and wiped me out in wave 11 :’)
One small criticism is that the initial influx of cash makes the rest of the game feel a bit too easy, i didn’t feel like i earned my first round of upgrades, and for the rest of the game i was better geared than all the enemies. A slight tweak to initial economy would improve this games difficulty curve imo.
Great work, continue to grow and challenge yourself!

I really enjoyed this entry. The art style was great, especially loved the glowing confetti gun (though it got extremely hectic visually, it looked extremely pretty). The music was just the right mix of foreboding and arcadey, punctuated with great sound effects. The toy soldiers noise was great.
The gameplay was very polished and smooth. I especially loved that dashing reloads your gun. I don’t think I’ve seen that before, but it felt very smooth. The upgrade system got a little bit samey, I would have liked more interesting upgrades, and I kept getting repeats of the dash length / invincible dash mechanic. But overall felt great, and I liked the variety of the different weapons. The confetti cannon was flat out broken though, I only lost because I wanted to test the final weapon I hadn’t tried for review purposes, I feel like i could hold off death indefinitely with the confetti gun :P
Also I wanted to mention there are a lot of little juicy effects, like the wave number tweening in for example, that made the game feel very polished.
Overall a great entry and I had a lot of fun with it. Great work!

I really liked this game. I like the idea a lot, and the execution is very well done. I am glad i re-found this game and that you’d fixed the upload and glad i got to play it.
I had a small bug where a house popup UI element was stuck to the screen throughout most of my playthrough, and there was a small annoying gap in the fence in midas trith that let a bunch of guys run through and get at my main wagon, even though visually i thought i’d had it all covered…
Apart from those two niggles though, the gameplay is solid and enjoyable. The upgrade / choices system and solid progression path makes it feel like you are really journeying along the country side, stopping to barricade yourselves into every village you pass.
Really great work! Continue to grow and challenge yourself!
Nice work, the artwork in the game is well made and clean. I like the simplistic geometric style being applied to make such different and unique ships with their own personality. I found the ammo counter to be distracting, and didn’t think the moving ammo shells added much to the aesthetic.
I usually find it a little challenging in games when forward = where the ship points rather than up, so it was a bit clunky at first. Perhaps a little bit more time to acclimate to the controls might have eased that… but otherwise the control was smooth.
The upgrade system i loved. Simple straight forward, interesting upgrade choices. I will say though i wanted to see the purple and green (more interesting) varieties much more than i wanted to see the flat % upgrade ones. Even if I would end up choosing the flat upgrades; the more interesting ones were more exciting from an exploration / experience pov.
My main criticism would be that the optimal strategy seems to be running as fast as possible away from your lovely artwork and shooting over the shoulder at enemies you are outpacing. I’d like to see strafing and circling, more play and counter play, really putting your excellent artwork on screen at all times.
Great work! Continue to grow and challenge yourself!
Oh man, I’m a sucker for an impressive shader. Well done, this game looks crazy hectic, but in a good way. I liked the music, though I would have preferred something darker / dubbier to go with the combat.
Most impressive to me was how clean the platforming felt. I felt like you’ve put an inordinate amount of time into making the character control feel great.
Great submission with a great vibe and style. Well done!




