Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

It hurt my eyes and broke my brain, but that's not your fault, I just don't get on well with bullet hells. So with that disclaimer- I think this is not technically a bullet hell, but even Zombie Driver was close enough to break me- out of the way...

The bosses seemed much easier than the actual level, but maybe that's just because of the above. I also had trouble telling powerups apart from projectiles and telling terrain apart from the background, but again that could just be me.

I think this really did nail the arcade aesthetic. It really looks and sounds like a sidescroller you could see on coin-op machine back in the 80s or 90s. It's hard to describe this but some of the designs and audio cues just clicked.

It is pretty prototype-y at the moment, with only one level and a bunch of "press this key to fix this specific issue" at the main menu. The bullets also come out of a point just behind the player sprite, which is weird.

I haven't rated this yet, because the devlog doesn't seem to exist (unpublished draft, maybe?).

i play 90s shmups, so I went with their aesthetics.

Now, about visibility, it's probably due to lack of outlines and me using colors with similar color. Will have to check on grayscale later on.

Quick bullets spawn from behind because I wanted to animate her hand casting them, but forgot later on.

Aaaaand yes I forgot to tick Published lol, so I ticked it just now.

(+1)

I read through the devlog and it's pretty minimal but it covers most of the points. I do remember seeing the updates in the Discord as well. It's interesting to hear that you kinda lost enthusiasm for this one, which is fair. 

Yeah, I spread my power between Fairystep and Triton. I had more fun drawing the ship for Triton, so I'll focus on it next. I hope to return to Fairystep when I get better at art.