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(+1)

Fun and interesting concept with having to aim at the enemy's core or risk being hit by your own bullets. A nice take on the theme, i.e. your consequence for missing is having to then dodge your own bullet.


I had some issues with menus instantly appearing with no click buffer. This meant I often miss-clicked an upgrade if it popped up as I was shooting.

I'd also suggest a little more visual feedback on defeating the enemy and a new one spawning. At first I thought it was just teleporting randomly until I saw the wave counter.

My biggest issue however, was with the ability keys. To me having reflex abilities next to wasd just feels clunky at best. I have to remove my fingers from actively avoiding bullets just to activate a shield or to dash, never mind doing these and moving at the same time. As a suggestion, consider using right-click, space and/or shift as alternate ability keys. 

Also, if you don't want auto firing on click hold, give a visual indicator on the player ship when we can fire again, maybe a small flash or a glowing outline when we can shoot again, nothing big. As it is, spamming click felt key.


With that said, it was still fun, good work. The above are just small gripes and suggestions should you improve the game further beyond the jam.

Thank you for playing! Yeah we ran out of time to fix the menu ability bug sadly. I already had some explosions ready designed that also didn't made it into the game and we will also think through using Q/E as ability buttons since they are so close to WASD navigation. Right click is a really good idea, thanks! Also the reload or auto fire buttons is noted for a possible full version on steam/itch :)