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(+1)

For one, the space aesthetic really gels well with the overall vibe and UI design of it all. I really liked the ambiance you went with for the game. The mission based clues you get when you hit gameover is a nice touch, especially for a project of this scale made in 2 weeks or less.

Now, I know you said that this game was intentionally designed to be difficult, I get that part. But the whole seed space thing can feel a little jank due to the gravity/pressure like movement. The way you had to shoot using the mouse can be a bit of a learning curve. I was able to get through it, though I wasn't able to get to the win condition because the bullet hell dodging can be a bit of an annoying factor to get through and I'm not very good at bullet hell, I must admit.

Overall, I feel like the design really catches the eye and I find the design of the mech cute,the clunky controls may have dampened my experience a bit but not bad enough for me to be frustrated.

(+1)

Thank you for your review, I'm glad you enjoyed the aesthetic and UI! I tried to base it on how it would look in an old computer terminal or something that would be seen in the cockpit of a mech. I'm also glad you liked the game over messages, I felt like it would be good to give the player some help for such a difficult game.

I can see how the velocity-based movement makes the bullet hell/danmaku aspect of the game more difficult, though. I thought it would be interesting to have the player dodge bullets while still simulating space movement, but almost all danmaku games keep the player in place so they can dodge bullets better, and keeping a player's velocity amplifies the difficulty to an unnecessary level. 

But anyway, thank you again for trying my game out, and I hope you enjoy the rest of the MechJam!