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(2 edits)

Very cool! Love a lot of the design choices made.

Last run ended up going a while, but I played about 1h 30min myself (browser version)

Like the main character's aesthetic :3 

Nitpicks:

  • Had trouble telling the weapons apart for a while
  • The way slow/tanky enemies gravitate to the bottom of the screen is a little frustrating. to the point where the effort made to kite them up so you can stil get their gems after killing them felt like my sole focus for a while
  • seems like weapons have a reload time (which is fine) occasionally they all stopped firing at the same time
  • locking onto enemies offscreen without shooting is nice cause it warns you that something will spawn on top of you but occasionally a slow one would spawn off the bottom of the screen and my weapons would be stuck on it for a few seconds, not firing and useless 
  • bought damage level 4 for 0$ after it was sold out

Stuff that would be nice to have:

  • Statistics for weapon damage at the end of a level (Rockets did 200dmg, Chain gun did 400dmg, etc)
  • it'd change the game a lot but being able to aim the fixed starting guns would be nice (even if it was just a toggle to aim down instead)

My last run went for 

After the 10 minute mark I felt pretty safe, and things started to feel a bit repetitive, something to break up the monotony would be nice to have at this point

At about 30minutes I realized it'd be pretty impossible to die without faceplanting on an enemy, and at 40 minutes I left my character in the center of the screen and only interacted to buy upgrades on level up

I guess the enemies stopped scaling or something because it's hit 80minutes and they dies just as fast as when I left it


was fun playing, good luck with it!


Edit: seems like sold out items are available after finishing a run until you buy something