On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I'm a little back and forth but I think I may have found my second all categories 5/5 game with this one? I really like the bullet hell approach. The speed of the pellet feels just right. It feels easy to control and fair when you lose. 

I personally believe that creativity encompasses way more than just the concept- it should also factor how that concept was executed. And, seeing as almost every new level adds a new, creative twist to its formula, I'd say this game is very creative. It paces new ideas really well, as difficult as they may be. And, for me, they were very difficult lol. 

This game was also presented really well. Everything was polished and looked/felt good. I'm a little back and forth on the snake's move sound effect though because it's bass-y nature and quietness kind of made it feel like background noise. That's good because a sound effect that plays that often shouldn't be too distracting or take up that much attention but it also feels so in the background that at first I couldn't even tell if it was a sound effect, part of the music, or just something else. Very nitpicky, I know. There's just not a lot to complain about in this game. 

I personally found it very difficult- I guess that's one thing. I only got past level 8 once or twice (3676 points, let's go!) and that's unfortunate because I did want to see the cool thing at level 15 lol. Although difficulty is just a natural thing that will range from game to game, it's not technically a flaw. But I do think the difficulty curve rises very quickly at lvl 8. I'll definitely keep this game on the back-burner and revisit it later to see if I can get to the fabled level 15.

Some other quick little things I liked: Choosing your own music. It felt like such an extra nicety that I wouldn't have expected it in a game made in a 48 hour jam, but it is really cool to have your own radio, especially in a game that you'll be spending a bit of time in because of its difficulty. The little blurbs at the start of each level. They're short enough to comprehend without taking away from the level, but they add a lot of helpful information- enough to remove the need for a tutorial screen. Smart game design! The small things like not being killed by a snake if you're touching its body and not its mouth or how the bullets don't go through the snake- and the tip screen that explains these things when you die! Gives you a little knowledge so you can go into the next round more confident.

I guess I really gave an essay on this one... Hopefully that goes to show you how much I appreciate your hard work on this! Good job and good luck with the jam results! I think your game has a good chance of going far! :)

You did write an essay, but it's like one of the few ted-talks that I actually like listening to, lol.

glad to hear lmao