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OOooo top notch atmosphere and flower effects! The effort really shines through there. And the gameplay is real good too! The dash and hide mechanics (which could've really used in-game control prompts btw, hope some people didn't miss that) add a lot of depth to how you can handle your current situation and was buttery smooth. I also like how some of the enemies did your dash, it created a feeling of your own craft being used against you. And not being immune to the bullets during hiding is a good natural anti-cheese measure.

My biggest gripe and afaik a lot of the reason I kept dying is that there are no visual distinctions between enemy types. Even palette swaps would go a long way. I feel like I could've strategized my movement a lot better if I knew which fairies moved or dashed or shot bullets before it was too late. Also, the dashing ones sometimes move way too far without any real warning, combined with the fact that they home in on you instead of dashing the same direction the whole time (especially since the player can't even do that). 80% of my deaths towards the end basically came from them, so gameplay eventually plateaued into wishing I could be free of that, or at least see it coming better. Also some more sound design when things happen or a particle effect for your dash could add a lot of pizazz to the game feel too.

If those things are addressed though (and a score counter or end goal), I could see myself sinking some good time into it because the game flows like butter and it's well-varied. Great work!

I'm glad the atmosphere and player control felt good! Yes, we didn't manage to get the palette swaps into the game in time.

To be clear, there are two dashing enemy types (once again a fault of no visual distinction), and how you deal with them is very different. The long dash ones mostly just travel horizontal. Maybe we'll put a clear visual indicator of their behavior.