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(+1)

Beat the whole demo. Video: 

First off, lmao that boss music. Blast from the past.

The game is a unique mix between bullet hell and platformer. I appreciate the button to make the character move precisely and aim in one direction, however the spacebar key is a bit awkward to hold on with the thumb while pressing the Z/X/C keys with the rest of the fingers. Also my keyboard doesn't register the combination of right key/spacebar/Z, so I was unable to shot. I believe switching from holding the spacebar key down to a toggle would be more comfortable.

I have no idea how to beat that level where so many enemies spawn in a small tunnel. I brute forced my way through with bombs, but it felt wrong. Also I like bombs a lot. The red guys at the end had almost no warning when they appeared and damaged me as soon as they got in range. The laser can instantly kill them, but it is still awkward. Maybe this is the kind of game that knowing the level before hand makes it a lot easier (instead of expecting to beat the game first time blind).

The game felt good, I enjoyed having to move subtly while evading tons of shots. The backgrounds and tileset are a big improvement compared to what the agme had before (judging from the screenshots on the side). Nice work with the progress!

(+1)

Thank you for playing again fafa! also double ty for a video.

we discussed pretty much all your points during yesterday's stream, but I'll write some of them anyways for future read:

I believe switching from holding the spacebar key down to a toggle would be more comfortable.

I'll implement a switch toggle/hold in options for next demo(it shouldn't be very hard I hope).

I have no idea how to beat that level where so many enemies spawn in a small tunnel.

Bombs into the grates, you saw it on the stream. This is a strange place designwise because almost everyone has a different learning experience with this mechanic. Another anon suggested a metroid approach aka "lock me in a room till I understand what to do", and this was my initial idea... but I must confess that I find more fun to see people have different experience with this mechanic. I made that section to be brute forced by bombs on purpose (if you notice you can run past the spawners in the last corridor).

The red guys...

that last section was bullshit because it's unfinished. The idea was to have the red aliens be faster than you, so after you get killed once you understand that it's better to stay near an energy field and kill them (same reasoning behind the green homing bullets). the problem is to find a good speed for this kind of enemy; right now they are on par with the bullshit from ghost and goblins, and they need to be toned down.

Thanks again for your compliments, I'm glad you enjoyed the demo.