This had a great pixel aesthetic and pallette along with a good use of lighting and a tight flashlight to keep things tense. A good range of sound effects and story tidbits thoroughout. Overall an impressively immersive atmosphere acheived in the time constraint!
xarvus
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This had an excellent atmosphere with immersive sounds and a great intro cutscene. Whilst the character's slowness added to the tension, it was pretty agonisingly slow given the number of trips I had to make to get items. But I didn't give up because the game led to me wanting more and wanting to know what happens next, so very well done!
This is a fun wave based shooter, great audio and visual feedback in the combat with a cool art style and music. I found some of the features a little clunky like trying to use the shop - it had a cool drop down animation but hid how much currency I actually had as well as the game state around me whilst not pausing the game.
Extremely impressive art and animations across the board. I loved finding new details everywhere I looked. It was a struggle at first getting the dash to go where I wanted it to and having to hold down an input to keep the character alive was a bit taxing, but it was rewarding to get the hang of it. Excellent stuff!
Having tried and failed to get a spinning arena working myself, I am glad to see a game here that pulled it off! The boss and arena design are very cool and love how the theme has been worked in. The UI was a great visualizer of the mechanic once I read the description to understand it. I would say some of the audio needs to be faded/trimmed as you get kind of abrupt stops to certain sounds like boss attacks. Good stuff overall!
The backing visuals and hud were stunning, I loved the persepctive switch up! It definitely fits the bill as a bullet hell, but the visuals made many of the situations such as the final boss look impossible to do without taking damage or dying as the bullets would take up a lot of space. Still felt very satisfying overall!
Thank you very much for the feedback!
Yes, perhaps the UI could help out a bit more in reminding the player when they can afford to spin the wheel.
Fair point with the camera movement, originally the plan was to come up with a shader system to see the player and boss through obstacles, but we couldn't find/figure out a compatible solution for our needs.
Always good to hear the desire for more content! We were really happy to have a solid core gameplay loop down for this jam, so it would be a case of adding more content across the board - more bosses, movesets, weapons, etc.
Thanks again! - Spider and Xarvus
This was a fanstastically fun take on a souls experience with a spinning theme. Each of the bosses had very unique movesets and arenas with meticulous designs across the board. If I had to be picky, I would say I sometimes struggled to handle the bike and get ranged attacks to go where I wanted them to - a target/lock-on system or aim assist could help, but of course it could just be my skill issue ;) Excellent work!
Love the interpretation of the theme on this and the golden bullet hell! I did have to launch this in Chrome (failed to run on Firefox). I found the character freezing upon getting hit a little jarring in the context of the fast paced action. There was also some freezing when particles first spawned in. But overall, a very unique and polished experience!
That was a lot of fun to play and quite the adventure. The use of the theme was well-executed here with a good range of different mechanics that all felt smooth and engaging. I did feel that some of the assets used were a bit mix and match, but this did result in a good variety of aethetics. Well done!
Thank you for the feedback. Yes, after some post-release playtesting from friends, we realised the word "block" in the tutorial should probably have been "deflect" or maybe even "deflect lasers" that sort of thing. The player actually did have iFrames, but the duration was set to 0.1f mostly to stop mutliple triggers from the same collider, but yes I agree it should have been a bit longer.
Thank you for playing!






