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(1 edit) (+1)

Crazy fast pacing and a fun, bomb-happy, risk-filled system to go with it.

The only things off I really noticed is that it’s hard to tell in my peripheral vision when the chain is maxed out (maybe a bigger font or sound cue could help this?) and the lack of sound when you take a hit (the pichuun happens when you die rather than before it actually happens) makes it unusually hard to deathbomb.

Another really minor set of nitpicks is how the timer stays stuck at 99.99 for awhile (making it hard to gauge early stage progress for a bit) and how Kogasa’s lifebar is present for the entire stage portion / while she can’t actually take damage or isn’t present (DNH limitation?).

(+1)

Thank you for playing!!!

Sound indicators are a little bit buggy overall because they were implemented last-minute, plus many of the sound effects turned out quieter than I expected this time around even with highest volume settings (there is a hit sound before you die but it's probably too quiet to hear).

Timer and healthbar stuff are Danmakufu shenanigans that are really easy (hopefully) to fix and I'll take that into mind for the next update.

Once again, I'm glad you enjoyed the game!