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(+1)

Insanely beautiful and vibrant game. I really enjoyed the challenge but I spent too much time looking at the wavy battlefield xD

  • I noticed that on my machine, the longer I played, the more laggy the game was becoming. This felt like as if the "shooting" projectiles weren't recycled / or maybe were destroyed too much? This will lead to constant garbage collection which can spike pretty high. But there could be many reasons, just guessing.
  • I know you picked mono-chromatic diversifier, but I think this game would benefit from color-coding boss attacks. Sometimes they would be hard to see since they either just merge with battlefield or with player's own projectiles. This is not a major issue though.
  • You mentioned that closer to the edge you're becoming more powerful... I believe it's true, but it didn't feel like it. I guess you could add something like a bar that shows the current power of your shots or maybe change SFX of the gun (more loud, more rough) or maybe change the way the boss's health bar depletes (bigger chunks, more stutter, etc.)

Really beautiful and fast-paced. Love it!

Hey thank you! I'm 100% pooling all projectiles, but I haven't profiled the game so the problem might be somewhere else. Color coding was physically impossible for me, because I used a monochrome shader instead of keeping the art black and white, but I agree some things could be color coded. The "more powerful" is just more fire rate (also more shot speed and more recoil but that doesn't increase the power), so it's not that significant. But there could be an UI element that shows you that. 

Thanks for the incredible feedback!