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(1 edit) (+1)

[tried hard then normal, got slapped by the very last pattern]

The mechanic of shooting and retrieving your shot is pretty fun use of the theme, though I wish there was an indicator for where it is offscreen similar to the boss. I did find the boss quite tanky (despite it only taking 8 hits every pattern) during later patterns due to how much downtime there is between shots and the space dodging puts between you and your shot.

3D danmaku is always fun territory to explore, but unfortunately here I was having a lot of depth perception issues. Bullets are hard to parse with their lack of shadow and lack of an indication of what direction they’re facing, and the ribbon attacks are even harder to parse due to being almost featureless.

(+1)

Thanks for your detailed feedback. 

Maybe It's because I've focused on 3D danmaku for so long, I developed a sense to locate 3d bullets on a 2d screen. And the gametime/difficulty is adjusted based on my ablilty. I hope the learning curve in this game is good enough for people to pick the game up, and at least enjoy the first half of fight.