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I found myself playing longer than first expected. The weapons are varied and the dual energy systems allow you to explore different playstyles, even though it seems like certain weapons work better in certain sweet spots (high/low red, or low blue etc). Tons of fun just exploring how each weapon react with different upgrades.  It's cool there are actual choices between weapon upgrades and healing up - so if I play better I also can afford to become stronger. If I need it but don't pick health, it's a gamble on my life. Very tense!

Sadly I never made it past the boss, but this is very well done, and feels like a strong prototype for even a commercial game. Excellent use of simplistic shapes and effects, and great fitting music. Well done!

Thanks so much for playing! I'm glad you liked it!

I've done a few twinsticks in the past, so I was mainly focusing on improving my understanding on the genre, while playing with some new mechanical ideas to force some resource engagement on to the players. I think it did okay, maybe rockets are too obviously good compared to the other weapons though, as the only 2 people who have beaten the boss (that I know of) employed the same rocket tactic.

What highscore did you manage to achieve? :)