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(+1)

The art is gorgeous, the small touches (like player sprite changing on damage) are really neat, and the whole pile of casings affecting the level is a really cool idea and works generally well.. Beat the boss with barely just some health left. 

- While the game looks really good the visual clutter can be a bit too much at times where I wasn't able to clearly see enemy projectiles properly from all the visual effects when things get really busy.
- Shooting for movement and shooting at enemies felt like it was at odds to each other at times - after a while I just kept ascending instead of fighting back most of the time, leaving enemies behind because shooting back meant that my mobility goes down and becomes harder to control.

- Shooting for movement and shooting at enemies felt like it was at odds to each other at times - after a while I just kept ascending instead of fighting back most of the time, leaving enemies behind because shooting back meant that my mobility goes down and becomes harder to control.

How much enemy skipping are we talking? Unless the movement/shooting conflict is too obnoxious I'd say it's intentional as long as you aren't just tanking damage. The level even has a few forks and optional segments. Thanks for playing!

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I'd say for about the second half of the level I was focusing more on ascending than fighting enemies, but I did try to dodge attacks/projectiles as much as I could (both during the ascent and during the bossfight).

Thanks. It makes sense, since upper half is rather gimmicky and you can blast through it in seconds anyway.