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(+1)

Really cool mechanic with the tiny planet. Its makes just basic projectiles being shot at you way more interesting with them wrapping around.

The boss fight felt good. One complaint might be hitting the boss wasn't that pronounced.

The charge mechanic was neat but I feel either getting it recharged once the boss fight starts or maybe getting one recharge after killing enough enemies would have been nice. After I used them up I quickly forgot about the mechanic, and they didn't feel that game changing when I did use them to justify such a scarcity.

Overall, very cool concept, enjoyable execution, good entry.

(2 edits) (+1)

Yeah, I should add a special hit sound for the boss and probably some form of vfx, like sparks when it gets hit. Pretty sure that was actually on my to-do list at some point, but it got lost in the rush.

It's interesting to hear your thoughts about the Overcharge ability. I think you may be underestimating its actual impact, as the game's overall difficulty is quite sensitive to player damage output due to the fact that all enemy spawns are time-based. Adding even one extra use of Overcharge would actually be a fairly large balance change, especially since it does quite a lot of damage when used against the boss (about half of its health!). I'll probably revisit some things I thought of but never got to try out in order to make Overcharge feel more appropriately game-changing, like adding even more bullets in a wider arc (which would miss the boss anyway), or having it wipe out all enemy bullets when used.

In any case, I'm glad you liked the game. Thanks for playing!