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(+2)

The urge to dash always bites me in the ass. But I like the smooth and responsive controls. I think it would be even better if the the level itself were more tailored to user's movement, sort of like a Sonic level. One thing that trips me up is that dashing always puts me in a blind spot, in a screen that's full of bullets and rain drops no less. (Maybe more camera panning towards your facing direction, idk.) Overall, this is impressive visually and audio-wise. Thumbs-up all around.

(+1)

Initially, we were planning on stages with randomized level designs, but that was replaced with one static stage in the last 40 ish hours, so yeah, the stage could use some polish to allow for the player to take full advantage of dashing and going fast. Thanks for the feedback Kuranto!

(+1)

I've spent decent about of time to make sure the player's moves feel satisfying, and I am glad you liked it. Although spamming dash in this game is a death sentence, which I would say it is what  I was hoping for since I don't want to encourage players just keep dashing to the other side easily without collection stars.

Yeah, like Bakaretsu said we initially going to have randomly generated levels but ended up scaping that due to time and complexity. I tried to design the level in a way that you can warp around in both horizontally and vertically, most of them is done by placing starts to telegraph the paths you can take. But it is not perfect and I think it could be done better, more straight horizontal spaces would be nice as it fits the dash. also some enemy spawn locations are just downright awful. 

Also I too hate it when the camera does not follow you fast enough. I tried o do a forward panning but it did not work. I will have to see if I can fix that. 

Thanks for playing and I really appreciate that you enjoyed it.