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(+2)

Kinetic and addictive with just the right amount of challenge! You clearly have a solid grasp of action game design and feel. The player's movement speed is just right, and the varied enemy types are utilized well to make sections feel distinct from one another. It feels great to clear a room without taking any damage, and it always felt like my fault when I did get hit, never a result of unfair design. I'm a sucker for scoring systems that incentivize me to stay in the action and play aggressively, and I plan on trying for a no-death run with no dropped combos. It's rare for game jam projects to have this level of replay appeal! Also, including a boss fight is ambitious in and of itself, but creating a boss that gains new abilities across several fights is a huge accomplishment.

As far as constructive feedback, I'd be interested in playing a build of Night Sweep with more emphasis on sucking up and launching enemies. The suction ability is necessary in order to collect the 4 colored powers, but other than that, I only really used it to catch bunnies for a higher combo multiplier. Finding a way to incorporate it into the core gameplay loop would be cool, and there might even be an implementation that also balances the other attack types. Maybe you could have a universal ammo/mana resource, and colored projectiles deplete it at varying rates based on their strength. To replenish ammo, you'd need to successfully launch enemies into each other. Just an idea, but even without any changes, this game is a blast to play and is extremely polished. Kudos to everyone involved!

(+2)

Thank you so much for your kind words and feedback! I agree that emphasizing the vacuum a bit more would add a lot to the game. We wanted to leave a lot of it up to the player but I have noticed it seems to be secondary in some cases. We will definitely keep that in mind in the future :D