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(1 edit) (+1)

I liked it! I think that you are going for a slower overall game pace than I'm used to with shmups, which is fine, but I think that it becomes a liability, especially because things take a long time to happen (section length is long, bullet speed is VERY slow, ship speed is slow, etc), and without that quick decision making shmups often rely on, it feels flat.

Also, the problem with a lot of the powerups is that most of the time, they felt like hindrances more than help, especially speed-down for something-up items, which in a game where the ship speed is already slow and the hitbox is very big, feels like certain death.

Visually, I think the game is really nice! Again, I think having different bullet types for different enemies would help a lot, but besides that, I appreciate the variety you put in the sections, and my only wish is that you would mix-and-match enemies to complement each other.

Can't wait to see the final build!

Yes, I focused too much in the rogue part and the sh'mup feels a bit bland. I hope to get there with a bit of item balance and making levels more like a bullet hell with more waves of enemies per screen.

The idea with object rewards is that they're low quality, giving only little boosts or buffing a stat while debuffing another. For better quality you need to find treasure rooms or buy at shops. I'd better balance these low quality items or make them better and scarcer. Also I'd reduce the ship hitbox and/or make shield upgrades more accessible.

Next big thing is the big boss battle and then chain multiple enemy waves, together or one after the other, and do it procedurally.

Glad you liked it! Thank you so much for playing and leaving a comment, feedback is much appreciated!