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(+1)

Great work, definitely the funniest game in the jam and the art is just fantastic! Especially the AOE attack behind lol. 

Mechanically I agree with other comments that it falls behind a little by comparison, but I also definitely see the links you drew in another comment to MMBN and Necrodancer. Honestly I've wanted to work on an MMBN-like for years and I think a rhythm element could be a fantastic addition. If you end up exploring more in that direction or just want to talk design and stuff, uh, hit me up

I really felt the rhythm aspect with the timing rewards on the bigger attacks - I don't know how intended the mechanic was, but since you can functionally extend the hitbox of any attack by one column if you time it so the scroll happens while the hitbox is still live, it felt like there was a bit more depth of execution there than at first glance, which was neat. It also felt natural that this is harder to do on the bigger, higher-windup attacks because of their delays.

Honestly, I think something that could be really freeing is just allowing direct lateral movement control, even with the autoscroll. The AOE backwards attack is incredibly strong, and the forwards AOE attack really suffers by comparison since it always covers primarily the front most column. Since the wind up is so big, you just don't know what's going to be in that column when it hits most of the time, so using it feels like a gamble a lot of the time. Being able to move backwards by even a tile I think would make that move in particular feel a lot more useful

I know obstacles were limited by time, but I think other obstacles or a health/fuel system would help a lot. Having fuel that you want to pick up and not destroy (especially combined with free movement) could immediately make things much more engaging. Needing to not just destroy the most things, but destroying strategically to weave in, nab fuel, and then setup a big attack, I think would be really satisfying, especially if the bigger attacks had some fuel cost or something 

Honestly I could go on for pages about any MMBN-like design (different chip systems, impact of larger fields, alternative movement styles, One Step from Eden's design choices, etc etc) but I don't want to flood your comments, so, honestly, hit me up if you want to chat lol