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(2 edits)

Very solid traditional shmup, with great presentation and entertaining patterns throughout.

I would say however that the ship is a bit on the slow side versus how fast most of the patterns are, and would also be nice if your laser could keep cancelling bullets the whole time it’s running (and maybe shortening its duration to compensate).

Additionally, I believe that submitting the combined total scores from game overs up until clearing the game to the scoreboard is a pretty strange choice, seemingly making 1CC’s not worth going for since they don’t actually reset your score by the end of the game.

[edit: score before game over was about 950k, then pushed to a little over 1.0m after continuing since I died literally on the final boss’ last pattern]

Though to end on a more positive note, stage 3 was a lot of fun, maybe minus the rehashed stage 1 boss near the beginning.

(1 edit) (+1)

Thank you for a detailed review and suggestions!

I'll keep in mind your laser suggestion, although I'm not sure if it's currently possible due to engine limitations. The duration of the cancelling effect in particular is currently not possible to change sadly, it can only be toggled on or off. I haven't gotten feedback on ship speed in particular so I think most people are fine with how it is right now, but I'll keep your feedback in mind. The engine will soon get updated to allow focusing like in touhou for slower movement and I'd like to experiment with it so speed change may be necessary.

The scoring behavior you described is not intended, the score is supposed to be reset on death and not add up each individual credit score. I believe it's an engine bug which escaped my notice. I'll troubleshoot it with the engine developer after the jam ends.

Glad you enjoyed Stage 3! It was my favorite stage to design and a lot of it was experimental stuff which I hoped people would find interesting. Stage 1 boss in particular was the very first boss designed when I didn't know how exactly the game will play out, and some other testers have also expressed that they have had issues with him. I will look into ways to rework him later on, as well as his ghost ship version's patterns which might be a bit too tight right now (but hey, some extra more points for keeping to the "confined" theme!)

(+1)

Forgot to mention earlier, it’d be nice to know how much health bosses have left (either with health bars or visual cues) to aid in timing a laser kill for the multiplier, especially with how tanky they are.

(1 edit) (+1)

It's the first thing I'd like to do when the engine adds boss HP bar customizations :)