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(+1)

Is a good shot em up, has room to imporvement. I add a  buy icon or somethig over the power upp of the rapid fire, is not intuitive,  besides the petals need more contrast with the background are easy to miss when the foes start to crod.

This is more to what you could do after the jam, Enemies need adjustment, either reduce their number or their lives, you could in the oppossite direction and turn it in a bullet hell(at least get closer to it). the diferent sprites and background are "disonant", i mean each thing apper to be draw in a diferent style, and contranst to much, they look good on its own but not as a whole.

(+1)

All fair points. I was balancing the game out after basically a day of continuous devving lol, so the stuff I decided to implement last minute like difficulty scaling over time was a bit busted. Originally, the enemies would spawn at closer to the rates you see at the start of the game and nothing else, so that influenced their hp pool quite a bit.

A lot of the dissonant art stuff you see in the game is the result of overreliance on in-engine colouring and image blending over adherence to the palette due to trying to make everything look alright while being pressed for time

As regards clarity of the upgrade buying option I was so mushbrained at the end of it of it all that I was going to implement a simple "-(number of petals you lost)" draw call whenever you picked it up, but I was just too exhausted