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Holy shoot, this game was so much fun! The art and music made it highly immersive, the boss was so easy to hate, and it was counterintuitive yet fun to try to think in terms of absolute space instead of just pressing right to move forward. Everything about this game was masterfully crafted, and even with a team of three, it's hard to imagine that all this was built within a week.

I can only give tiny pieces of constructive criticism - first of all, the initial part of the game was a little confusing, and I almost got lost a few times just because I was surrounded by islands and didn't have any idea which direction to head. I eventually figured out that I had to go in the down-right direction the entire time, but some kind of direction indicator near the start would prove itself very helpful in my opinion. Second of all, even though I was able to beat the boss eventually, the laser pretty much got me every time, especially when the outer area was filled with rainbow tears. Some kind of more recognizable warning for the laser along with more places to hide when the outer area is filled would've made the boss fight more enjoyable for me.

That's about all the feedback I can think of, overall this was a super polished game and is easily my favorite I have played so far. Thank you so much for making it!

Thank you for your feedback ! 

I agree the movement might be a bit confusing and we argued about different approaches but for consistency we believe it is the only way to make some kind of sense. It is basically a 1 dimensional movement wrapped in 2d space so holding down a direction to keep moving made sense but visually at some point the player would've been going in a direction opposite to the input and after playing many games with this control scheme, when your reflexes kick in to dodge something as you are upside down with inverted controls, you will press the wrong direction ^^.

we definitly need to made an easy mode