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(+1)

As some of the comments have said, the game is really difficult. I tried for some time, but never even got to phase 2 (don't even know what phase 2 looks like). And I never used dash at all because of how limiting it felt.

Something that might help is making the hitboxes a bit more forgiving, to make the game feel more "fair" for the player. For example, I noticed that the propellers on the circle enemies actually kill you when touched. It also sucks a bit when a bullet just grazes the black outline on the slime then it kills you, not exactly what you'd expect. Or otherwise you can be a bit clearer on the hitboxes, one way is color-coding them, or even to have a hotkey you can hold to see the exact hitbox on the slime.

That's just my opinion though. Overall it was a great game, love the aesthetic and music.

(1 edit)

We definetly made the hitboxes too big, a bad decision we made very late into the production. I already am working on a post-jam patch with pretty much all hitboxes reduced by almost 2 times. And I should have definetly checked up on the hitboxes my partner made on that drone, that one is actually evil af

(1 edit)

Neat idea to color code the hitboxes, this is a thing I never knew about the bullet hell genre until the jam, but now I could try implementing it