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(+2)

Wow I was very impressed with this game. I've never played a bullet hell with a small-mode before and it made it so much more playable for me. I did way more runs in a row of this than I expected to (around 7 in a row), it was very addicting. The progression of difficulty is very well crafted and I like all the enemy designs and the player designs. The color palette is also very smart and appealing (nailed the purple vs green color contrast).

It was crazy how much of a wrench those first enemies can throw in your plans during later levels if you don't take them out, so that was another fun contrast. On my first playthrough I was thinking "hmm I wonder if there be powerups" but by my second playthrough I realized it's a perfectly balanced, tightly crafted test of skill exactly as-is.

I always felt like I could do much better on my next playthrough but I usually ended up with a D or E anyway, but it was always my own fault. Since we have the tiny-dodge mode every death feels earned, due to me being too greedy/impatient. Extremely impressive balance and game design!

And the way that it looks like fireworks when you're shooting enemies never gets old, great eye candy!

(+1)

Thank you so much! I really appreciated reading that! Our concept artist nailed it with the color scheme, so glad you liked it. I tried to keep it simple and just showcase the bullet patterns, which is something I enjoy staring at. No need to fuss about running to collect power-ups and just focus on getting better at dodging and playing with the lean mechanics :D