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(+1)

Let's go, a shmup! I certainly like it, though I did get frustrated at the third pattern - there were just too many things for me to track at once, and my micrododging sucks (I am much better at macrododging patterns). I feel like getting rid of the base shot would work better, since it only deals meaningful damage in the first phase and it kinda prevents you from learning about how the aura works there. I would also love to see the boss indicator at the bottom of the screen, it is genuinely really helpful in touhou-style shmups.  Some weak homing on the reflected metal projectiles would be also nice, so that you wouldn't be forced to occupy the same 20% of horizontal space as Patchouli, which is certainly an issue for streaming patterns.

Don't be discouraged by my list of criticisms - I did very much like the concept, and these things I said are pretty much just some minor adjustments. Hell, you could even take it further and make a full-blown shmup out of this.

(+1)

Thanks for the feedback!

Getting rid of the base shot and adding homing to the reflected projectiles were both things Iā€™d considered. I decided against the former since I thought ā€œAh, but a shmup where you canā€™t shoot would feel a bit offā€¦ā€ and I found that it was nice to be able to whittle down the last bit of the bossā€™s health when the damage from your reflected projectiles comes up a bit short. Though in the bit of playtesting Iā€™ve seen (unfortunately not done ā€™till after the jam, ha), it was indeed the case that the existence of the normal shot tended to impede players from getting used to the sawblade reflecting.

And regarding homing on the reflected projectiles: I considered adding that but didnā€™t feel as though I had the time. Definitely one of the first things Iā€™d implement in a post-jam build, though.

Iā€™m glad you liked the concept! To be frank I myself was pretty happy with the idea and thought it could perhaps even be made into a full game, so am glad to hear the same from somebody else!

Oh, and yeah, I totally shouldā€™ve put the boss indicator at the bottom of the screen. Had some other weird idea I didnā€™t get around to trying where the bossā€™s HP indicator is some kind of line drawn from the boss to the bottom of the screen (making it easier to see where they are without looking up) but apparently missed the obvious QoL adjustment. Another thing to try changing in a post-jam build.

Donā€™t worry about getting frustrated on the third pattern. That one annoys even meā€¦ I canā€™t imagine who would deign to design such a dastardly thing!