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(+1)

Very polished and pretty fun! Love the sound design and visual effects ^^

I have a couple gripes with the speed of the game and the last level (I'd assume?) though. I totally get why the speed of the objects are as slow as they are, but it makes waiting for/replaying levels kind of a slog. It's not helped much by the level design, which the level I got stuck on felt less like a puzzle and more like bashing my head against a wall. It might be something to do with how varied the options of where/when to throw out the misses are, along with some RNG in the movement patterns of the ground patrol and cannon targeting?

Either way, I love this concept, and the execution for the most part is spot on!

(+1)

Thanks for the quality feedback!

You can speed up the game with shift, that is explained on level 3 iirc. As for the later puzzle levels, I totally get where you're coming from. Difficulty was hard to get right, the rank system was meant to allow for less concise solutions to still work but it seems it didn't work for everyone.

There shouldn't be any RNG, I think there is a text box that says that nearest the attacks are targeted first, although I regrettably forgot to mention that once something is "locked on" it won't change targets unless the attack is destroyed. That part is poor tutorialization on my end, and it made later puzzles seem less intuitive that I'd hoped.

Glad you could still enjoy it despite some rough edges here and there.