Hmmm, I think it is probably a UI scaling issue, sorry about that. What aspect ratio and resolution is your monitor?
Midas Dev
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Very fun! The concept is simple but good. The music changing per level has pros and cons. On one hand it gives the levels there own vibe and sense of place, on the other hand the levels are so short you don't get to really hear the music. A potential fix for this is to group levels into "zones", where the music changes every 3 or so levels, maybe even the color of the levels, so you still get the changing music but now it has room to breath. The level designs are also good, but on the last level you can leave the main area and go around the perimeter until you reach the goal. Some invisible barriers could fix that. Overall I enjoyed playing, neat little game. Keep it up!
This game is amazing! Here is my breakdown:
*Sense of space
Even though the visuals are just circles, because of the way it is designed you get a real sense of space. The inner circle feels like home, it is where you buy upgrades, and maneuver around the ring the easiest. The close in camera also creates a sense of coziness and intimacy. The farther away you go, the more it feels like you are venturing out into danger. There is more unknown elements in the farthest ring you have unlocked, and enemies have the biggest chance of getting past you. each of the outer rings feels like a place too. At first they don't, but then you realize "ah, this is the stardust ring" and "ah, this ring has meteors, therefore it has its own way I need to approach it". This game makes you feel like you are going out into the wilderness and collecting resources to bring back home, all with super simple visuals. Speaking of which:
*The visuals
The visuals are super simple, just some circles and arrows for the enemy's. This is not a bad thing. For one, the simplicity does not take away from emersion, as shown in the previous bullet point. In this game you can go really really fast, and at such high speeds you need to be able to see clearly you and your target. If the visuals were super complex art, it would muddy up the clarity and mess with your precision. The art is very sharp and professional feeling, dare I say serious. I liked how the background grid interacted with the position of the player, subtle but very tastefully done.
*combat
The combat is mostly great. Separating the enemies spawning into phases is a great choice, It makes sure that combat and resource managing don't interfere with each other and creates periods of restful preparing and action. Mid-air kills are super satisfying, and the text that pops up when you do it is the cherry on top for a big dopamine hit. My big gripe with the combat, is the enemies never feel threatening. If they reach the inner circle I never felt like I was in danger of losing. I move so fast in the inner circle they will only be doing damage for a second, and what difference does 6 damage do to a pool of 180? The sun out scales the enemies too fast. A potential solution is to make the sun have a separate mostly non replenishing health pool, something like 10. An enemy simply reaching the sun and staying a little bit would deduct one point. As the game progresses the enemies get more tanky and become more threatening, simply because you would have less and less points.
Overall I liked this game a lot, it was a lot of fun. Keep it up!
I LOVE BEING A SOLO DEV RAAHHHHHHH https://themidasdev.itch.io/to-be-bizarre



