Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

roberfly

13
Posts
2
Followers
11
Following
A member registered Aug 31, 2019 · View creator page →

Creator of

Recent community posts

It’s still very surprising that the visuals worked out so well, because that’s definitely not my strongest skill. But I’m glad they turned out nicely anyway. The bullet effects are just simple particles, and I think they worked precisely because they stayed simple and short. Thanks for the comment!

Yes, the enemies do draw too much attention. They could have a better-balanced spawn timing, as someone pointed out, which would make the gameplay dynamic better between dealing with them and attacking the turrets, instead of simply ignoring them. But these are consequences of having limited development time. Thanks for the feedback!

So cool. The visuals combined with the great soundtrack really created a very unique vibe. The way the shrink mechanic was implemented also has a lot of potential — it gave me some Metroid-like vibes. Even though it feels unfinished, it was still really fun, and engaging.

Nice game, very fun. It has some original ideas that I really liked, although I found it a bit difficult to memorize the order of that pillar enemies after they move around (and then they stop moving afterward). Still, the patterns and the bosses turned out really nice, and there’s a lot of variety in the upgrades, which add a lot to the experience.

The soundtrack is a standout too. Great game.

Very polished and well-crafted. Great references in both the soundtrack and the core gameplay. At first, I found it strange that the character slows down while shooting, but later I realized it adds another strategic layer, and it ended up feeling perfect that way.

I also initially thought the first layer of terrain dealt damage. I avoided it for a while until I realized it didn’t. Maybe with the shrink mechanic it’s not even necessary, or it could perhaps be a layer positioned closer to the camera. But it’s not a problem at all, just an observation.

The boss fight is definitely the highlight, especially with the shooting patterns combined with the shrinking arena mechanic.

Congratulations to the team, great work.

Very atmospheric. The pixel art, soundtrack, and particle effects all work really well together. The character sometimes slides around more than I’d like, but I still had a lot of fun playing. It has a ton of personality.

Fun and addictive. The soundtrack and the effects — both audio and visual — create a great atmosphere. The way the enemy death sounds blend into the music is a really nice touch. I ended up using the shrink form more to let bullets pass through than for movement, especially with the Big Barrel (it has a slight delay before it starts firing, but I ended up incorporating that into my playstyle). It worked really well for me — great game.

Very nice game. At first I found the mechanic of running out of ammo and having to go pick up more a bit strange, but after a few matches it became part of the gameplay flow and I ended up liking it a lot.

The art style is really cool and has its own personality, and the excellent sound effects combined with the camera shake give very satisfying feedback. Maybe if there were a bit more field of view, the bullet hell feeling would stand out more — in the end, the dungeon aspect takes the spotlight. But that also makes it feel like a very original concept, and it’s a lot of fun the way it is.

I hate the sword guy, he’s annoying (and that’s a good thing).

Thanks for the feedback, and you’re absolutely right about them.

The respawn timer is tied to when they are spawned, not when they are destroyed. I didn’t want to rework the code for fear of introducing bugs, but I could have solved it simply by greatly increasing the respawn time. 

The lack of music also made everything feel a bit empty, when a bullet hell really needs that kind of full soundscape. There are the effects from the shots themselves, but not from the enemies.

Yes, that happened too, and in my case it was even worse because I wrote “ESPACE,” which similar to how it’s written in my native language. But it’s fixed now :)

Thanks for the feedback :). About LOVE, I tried other engines, but it feels like it has everything I was looking for.

I also saw that you used a JS player for your game that I hadn’t known about before. I had difficulties with other ones, and that was the only thing bothering me about using LOVE, since some people don’t want to download the game and prefer just trying it in the browser.

I’ll test it when I can, thanks for that.

I loved the style, the humor, and the overall concept. I visited your page, and caught my attention how consistent everything felt around that vision — it hooked me, I want to play your other games in the future as well.

The idea of adding feedback for every projectile was great, especially since the bosses are so large. The transformations are really cool too, with a lot of variety in the shooting patterns, although I found them pretty brutal :) especially the arcade machine one. But it is a bullet hell game, that is what we expect.

I also liked the music, though I felt the volume was a little too high — but that’s a very minor issue compared to the overall experience.

Perhaps you were a victim of the dreaded cooldown? :) I should have clarified that point in the description; I'll edit it as soon as I get back from a trip. Thanks for the feedback.