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(+1)

I really liked the gameplay concept. Lining up to remove 2 bad spirits while bouncing into a power spirit, into a negate one, then hoping to find the next negate spirit to go positive again felt really good. I think I got about 3 singularities after 5 minutes, but then my focus kind of fizzled as the difficulty remains the same.

I think all in all this would make for a greate roguelite ish kind of game where you kind of build a deck of good spirits that combo off eachother, while you slowly get more and more bad spirits. Sometimes it was a little random when your ball was high up and a new spirit came into the screen, but that didn't happen so often. A fix for this could be to have it only spawn spirits in columns where your ball isn't (when above a certain hight). 

The art, sounds and juice are all perfect :) I think there really is something here, especially if there was a system for chaining singularities exponentially or something, increasing the stress of the ball not hitting the ground.

Great job :)

Thanks for the feedback! We do increase the speed at which the spirits fall with time, but maybe we did it a little too easy haha. We also increase the amount of "power" of the "bad spirits" with time.

Checking the column in which the ball is to avoid spawning a spirit there is a great idea, thank you!