This is so cool! The music is a banger, the art style is adorable, and the gameplay loop is so incredibly addictive. This is the kind of entry I'll be coming back to enjoy again once voting is done. Great work!
Aya
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An interesting take on the bullet heaven genre! I'd love to see more done with it, it just feels a bit empty at the moment. I see the vision, though, and hopefully you get to build it out more in the future!
I did particularly enjoy the enemy spawn markers so I could plan movement around where I knew enemies would be appearing :) Nice addition! Congrats on your entry.
As someone deeply obsessed with both mycelium and tetris, this idea has really latched on to my brain. I'd love to see this fleshed out in to a longer game, but I enjoyed my time with it nonetheless. The art is really satisfying, and the SFX really landed well with me. Thanks for making this, great work!
When I started playing, and begun to understandd, I truly didn't think I'd play for long before leaving a review and moving on. But I found myself playing it for so much longer, the looping is almost hypnotising! You have the makings of a really great incremental roguelike here, and I'm really in to it. Great work! :)
Oh this is just SO great! I really love the lo-fi feel, getting me cosy before hitting me with one of the most technically deep small games I've ever played. Needing to manage both the tower placement, my own movement path, and sufficiently rerouting the enemy path all makes such a deep experience. Amazing work!
Thanks for the feedback! The last level is definitely a puzzle more than an execution test ;)
I agree about the speed goals on some levels, it was definitely tricky to find the balance sometimes. Although they're only useless if you get to them in the intended way, they could be considered bug abuse prevention in that context!
Regarding stage 14, that was intentional, the puzzle was that you needed to find the right path.
Thanks so much for playing!
Oh this is so cool! The game juice is really satisfying and the music is incredible. My one sticking point is that the danger indication is really hard to see as a colourblind user, so it was borderline impossible for me to dodge anything without getting lucky.
I could see myself sinking a bunch of time in to this if it were a full game




