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(+1)

That' s, uh, really hard!^^' The first pattern is already fast and tricky to avoid. After several tries I'm able to reach the laser part, but I don't last very long.

I really like the fact that the shots are synced with the music though! Almost didn't notice it (the game doesn't let a lot of time to breathe), but when larger patterns appear on percussion and strong chord it really creates a sense of flow. It's not a small feat to make that kind of system work, so congrats!

The scale mechanic could be interesting if the game wasn't so relentlessly difficult. I tried to use it a bit, but eventually realized that I should rather stay at the smallest size and avoid bullets as much as I can.

So yeah, there are cool ideas, but the high difficulty gets in the way. Even though it's expected in a bullet hell to have the screen filled with projectiles, I felt it went to fast to properly navigate through it, and starting from the beginning after only 4 mistakes was too punitive.

Thanks a lot for the feedback ! We'll definitely add a checkpoint system in the future, and thanks for pointing out exactly what makes it hard, it's a lot more fast paced than more traditional keyboard bullet hells. We do have the noclip mode, but it's not very visible or practical.

Oh, thanks for pointing that out. At least with this mode I was able to see the full show!^^