Pretty character and interesting mechanic !!!!
trabitboy
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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.
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)
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
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 ?)
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.
















