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(1 edit)

Yeehaw, we roamed the planet and shot up some slimes! Even if it seems basic to some, I actually dig the retro feel of all of the elements... the sound font, the palette, even the level design. It's critically missing music though, which would make the sound of a billion gunshots a little more bearable over not one, but two entire timelines of progression LOL

Enemies felt a bit spongy without extra indicators for how much health they had left, and the final boss felt a bit basic and easy to deal with. I can move faster if I diagonal-move, setting up some interesting speedrunning. The yellow side tank actually shot bullets versus the blue side one, unsure if that was intentional! I would've loved to see more enemy types or additional dialogues / sub-paths for Ame to explore while she was stranded on the planet.

Nailed the theme on the head, otherwise -- thank you for the submit!

(+1)

Thanks! Not intentional, I'm not aware of that tank bug but will have to take a look. I tried to sign post damage with some >_< animations but I think it was too subtle for some enemies, and I didn't want to animation cancel on others so I limited playback of it. Will definitely need to work through a better way to convey that.