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(2 edits) (+1)

I always have fun playing this game. I have no idea why, I just zone out while playing.

I like the new enemies and the variety they add. Also the modifier seem more refined now. While playing though I accidentally found out that the modifiers that I thought were the worst in the game become very important for a broken build. I mean the wall bounce and the extra life time modifier, they allow stuff like this to exist: The radiation build.


All the bullets lasted a very long time, bounced all over the place and pierced enemies, so I didn't even need to aim and everything died on its own after violently shaking for a moment. The only thing I had to worry about was figuring out where was my ship. I eventually died to a cluster of bombs spawning right next to me taking my HP from full to 0. After dying the remaining bullets on the screen killed all following waves, finished the level and then started a new level where they kept killing enemies. All while the screen still said "Game over". It was hilarious. I wanted to make a video to show to you but the compression would have killed it.

I think all cyan and green modifiers are really not worth taking. They cost too much and do too little,  except the bullet destroying modifier which I should have used. But still, 10 energy feels excessive.

(+1)

I just tried it out and... damn, you're right. Even though I have three enemy types that are supposed to punish the player for shooting carelessly, it still works. Well, I was planning to add another enemy that's even more brutal that the existing three.

As for cyan and green modifiers, I would probably disagree. Freeze is useful against pretty much all enemies, cause it not only makes their movement slower, but also reduces their firerate/spawn rate. Fire is good against enemies with lots of health and armour, cause it deals damage for quite some time while completely ignoring armour. Acid could probably use a buff, though. Also if an enemy spawns "children", all of them will be affected by status effect of their "parents".

Exp is good by itself, cause it deals a lot of damage, especially when combined with Co. But what really is a game changer aobut it is that the modifiers that you put after it will only affect the shrapnel it produces, so you can have homing shrapnel or shrapnel with tons of damage without worrying that damage will reduce your gun's firerate. Similarly with Tra, but it needs a bit more additional mods to really shine, cause bullets it spawns have no speed. Maybe I should increase its spawn rate.


Anyway, thanks for playing and leaving feedback, I'm glad you enjoyed the game.

I will give EXP a try next time. It is just that the bulk of the damage comes from red modifiers which are costly (SCA, DA, FI). With the three of them very little space is left for green/blue modifiers. Though I haven't experimented enough, I found the build I posted earlier by chance after a run where I didn't get a homing modifier and was hurting for extra damage.

I tried TRA a bit but the static bullets were useful only for enemies that chased after me. Everything else kept its distance or got pushed away by the main bullet's impact, so the trail just dissapeared without damaging anything.