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(+1)

Amazing idea, and a pretty solid execution — outside of some glaring design issues. My main complaint is that clearing stages is at odds with farming exp, which makes for a weird gameplay dynamic. Destroying enemy spawners means I get less exp, so I’m incentivized to farm instead, which isn’t very engaging. Enemies kinda clump up in the middle, unless I deliberately kite them to the edges, but I didn’t find that very interesting to do. Also, I was disappointed when all the exp on the ground (behind the swarm of enemies) disappeared every time I cleared a stage — it’d be much more satisfying if all of it was vacuumed up instead.

Complaints aside, this was really fun, and I played until the frame rate approached zero. Pleasant colors, nice vfx, crunchy sfx, cool upgrades… it’s all great, only held back by the design issues I mentioned. I absolutely love the idea!!

(+1)

Yep, I'm in agreement with the sentiment here! It was on my todo list to address, in particular adding upsides to eliminating spawners early and clearing levels quickly. Vacuuming up the leftover XP, even at a discounted rate, would be a neat thing to add. Thanks for playing!