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(+1)

The little bloop effect when passing through the division line is sooo satisfying. The shimmer on the enemy entities looks great as well. Thank you for adding in the hold down space to fire mechanic instead of making us spam I love that. I agree with the other commenter that it feels too slow starting out, I was casually scrolling down to read the description and typing out my review while waiting for enemies lol. Maybe you could speed it up or add the lore into the game to read to pass the time? hehe. Not sure what the 3 icons on top left or the bar on top right are? For most of the game my strategy was to fly up and down and spam bullets, and that was enough to beat the game. I think some variation in the enemy to break that pattern would help make the game more fun. Overall its a pretty well made game with potential for more. Good job!

(+1)

Thanks for playing and the feedback!  It's good to hear you liked the bloop and division line, I spent too much time on them but the line was a fun technical challenge so I figured at least I was learning something.

Yeah, it starts out way too slow, I didn't get around to balancing anything and wanted to give enough time understand the chaining but should have made a separate tutorial area.  The far right bar is actually the speed meter which increments too slowly (I intended to allow adjusting the speed).  The left icons are just representation of your score, a full bar (and level up) makes a gem, 5 gems make a crystal duck.

The time crunch cut all the other enemy types, I actually intended them to attack as well but pivoted to not letting them pass.  I plan on working on this some more, thanks for the encouragement!