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That's what I get for doing my level design the day before DD. I will try rerouting the level diagonally and then figure out a type of support structure that won't make people try to play it like a precision platformer. I could also make some kind of endless enemy spawn to serve that purpose, or just make the hover infinite.

>Another compound problem is that if your game plan is to parry most enemies, the bulletsea won't rise at all, and so again the game punishes you if play well.

I mean, filling everything with shells is not really the point, but I think I can get why people would want it.

Thanks for the feedback.