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trabitboy

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A member registered Jul 23, 2015 · View creator page →

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Pretty character and interesting mechanic !!!!

It feels really good !

Graphically pleasing, the bullets are really nice looking and legible, the ratio between the collision mask of the player and its sprite is good, making for a very pleasing gameplay.

I did like the virus mechanic, but I could not find a way to reset the white area, which is quite a shame gameplay wise ?

Very good, I am curious with language/engine was used?

It looks great, and the intro is absolutely wonderful ^^

I like 2.5 d shmups too!

Gameplay wise, it felt very 'euroshmup', basic ennemies are very bullet spongy, instead of popcorn ;)

Also, there are ennemies that sweep with bullets back and forth from left to right, that are impossible to navigate through; you end up on the side of the screen and doing left rights just to progressively make damage, it doesn't feel very danmaku?

Euroshmup could be a choice.

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Very very solid !  I feel a Seibu+Raizing vibe !!!!!!

Palette is great, ennemies are pretty, I low the arcade danmaku vibe <3 !

I think towards the end the patterns are a bit thick and a slower movement speed, or a Cave mechanism where you are slower with a particular button would be perfect. And why not a bomb to spice it up?

I am curious wich engine it runs on? 

Overall a great moment ^^

Last comment, itch io app can't install it properly: it is worth looking into it, as the app is very useful when you have a lot of jam entries to test. (improved accessibility = more players)

Can I ask which engine/language this runs on?

The rolling mechanic needs to be tuned, but that is one of the best for me.

Shooting is very polished, visually a killer, short but immersive story telling.

With a bit of polish on the roll, it will be a lost 'Treasure' game.

So beautiful palette !!!

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Thanks for the feedback on bullet navigasion and being hit, will have a look with a fresh eye ^^

Also, a video to introduce the mechanic is necessary I think ( 'neo geo' like)

Thanks a lot for the detailed feedback!  You can reflect the wall of bullets from the bees in boss 3, I don't quite know how to telegraph that!

Hahah I just totally forgot to make the music loop, thanks a lot for the appreciation and the bug report man ^^

Do you mean visually? I am not really sure about the palette myself.

Or is it the bossrush 'thrown into the action' thing?

Well this is a probably one of the last I test, but I am very, very glad I saw it :) a true bullet hell, pretty, and the hires pushes the genre a bit further I would say! Great intro and story telling, fully effective.

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Edit: Sound and graphics give a superb atmosphere and really pulls you in.

I think the ability to absorb should be with a range (could be a circle area). 

I think with a small mask for hitbox but a big radius to absorb positive elements, it would be fulfilling to play? 

Basic ennemies are really bulletspongy at the moment, they should be popcorn at the beginning?

Keep it up, the presentation and sound is very polished <3

It works ! and it looks good :)

I am a coder first, so the graphics and the 'packaging' are always a last minute affair, I am trying to get better at these ^^

The 'polished' adjective warms my heart, thanks a lot ^^

One of the bests ! Frankly inspiring, it could be a lost ps1 or saturn treasure thing ....

The difficulty is not so hard at the beginning, so you really get hooked.

A rather complete package.

This is getting somewhere, I like the look, a bit of a polybius/jeff minter vibe.

Two points on gameplay:

if your ability has an area, why not do a tranparent globe to show it?

all shots are on a plane, it makes them difficult to dodge and estimate,

if ennemy shots were a bit more up down or to the side, it would be easier to grasp and dodge?

I like this and would like to see more ^^

There is something here, really interesting!

I found that the food items did spawn too close to the black hole, if you put them a bit further away, the balance between dodging and picking up could really put you in the 'zone'. Also, you should have a very clear color code to differentiate what is to pick up and what you should avoid (could be simple vertex color, to pick up is tinted green,  to avoid is tinted magenta ?)

I like the look of it and the idea, I can see it going somewhere. The constant popups to power up really break the flow, why not put them on the side/down the screen, and activate them with your second hand? numeric keypad or second stick?

Also small fxs when you kill ennemies would be great.

Reading the instructions multiple times and watching the gameplay videos, I didn't fully understand the concept? Am I supposed to dodge? How do I jump higher like in the video? A bit heavy on shader for my humble but gaming capable steamdeck, be careful the hungrier it is the least people can test satisfactorily.

Greetings from a fellow lua love2d fan ! The shader idea is great, but I didnt find a way to cure myself. I found the small zigzaging bullets really hard,  although I m a veteran bullet hell player.

I came back to it, the gameplay loop is good, the patterns are satisfying. I have trouble myself designing non boss gameplay segments, but here it is well done ! hats off

Polished feel ! 

Cute visuals and cute sounds :))

Thanks a lot for for this appreciation ^^

Not enough contrast between backgrounds and the bullets, palette should be adjusted. Intriguing and invinting !

You should review the size of your assets,  600 megs download is pretty crazy?

It is pretty but performance is very choppy even on a steamdeck !! Playability wise, I found the shot pretty weak, and patterns impossible to dodge ? maybe I missed the dodge mechanic?

Thanks a lot :)

For some reason, itch io app can not find the windows download, test next time, it is very good for accessibility when testing lots of games!

I really wanted to persevere, but I found the camera that follows the player "to the pixel" very punishing when trying to dodge bullethelly patterns?

Wohow I died but I did see no health bar ^^ !!!!

Pretty and has a fun mechanic!

Normal shot could be faster? I sealed the deal ^^

Collision when an ennemy gets shot is a bit "soft", a flash and puff of smoke would be great :)

Pretty! I like glider rider or desert strike as voxel !!!!!!

Thanks a lot ^^ I tend to go boss rush when I am out of time, and it makes the result a bit "intense" ^^

Clean and attractive art style ! Cool concept !

I just feel a bit sad not being able to shoot?

Why not having a satisfying shoot like a shower? even if ennemies are as tough as bosses ?

5 out of 5 for a wonderful bullet hell fan game!!!!!! total respect !!!!!!!!!!!!!!!!!!! youhoutouhou

Don't underestimate the use of cubes, it is minimalistic like a 2.5 d arcade shooter from the 90s ^^ 

nice tech demo, the floating cubes are quite trippy; the gatling weapon is cool !

Concept is awesome but WAYYYY TOO HAAAAARD ^^ 

it's impossible to react in time. 

Nice storytelling !