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(+2)

Great take on the theme. I think the bullet hell format really works well with the boss rush theme as a whole - and your usage of the exchange mechanic by embedding it in a roguelite format, found in many modern games, is a great take on this.

I just want to say:

- Entering the game from the get go was a positive surprise and I'm taken aback by the art and sound that went into this. Asset pack usage aside, it is clearly very intentional how it was used and I love it.

- Sound design is exceptional (and very important for this kind of guy) alongside the music. Music is INSANELY good. Props to the composer.

- Only notable thing to highlight is the cursor can be hard to see in this game, especially since its no longer in the traditional top-down Touhou-style bullet hell where aiming doesn't matter. Since aiming does matter, I think there needs to be a better way to aim towards the boss(?). Not sure how that's fixed.

Excellent use of the engine to create a very polished experience. I had great fun from start to finish. Also Backdoor B OP

(1 edit)

Thank you for your kind and detailed comments, and welcome back to the Slam ^^ Cursor visibility and uncomfortable aiming are common points of feedback, and I would like to fix them when SHMUP Creator gets more updates.

(and yeah it was very naive of me to think that going to the final boss early, with a weapon that the boss was tested with in the first place, is a penalty lmao, makes me wonder how many people miss the superweapons you can get after beating Boss 16...)