Thanks a lot! :D
Shadows were a pain, but it's satisfying XD
Wow, my trackpad is never gonna be the same after playing this XD
It was pretty fun, but the difficulty ramped up wayyy too fast. I liked the detail where the ship rotates. Kinda reminds me of rolling tic tacs
The UI could use an improvement but seeing as it was made under 72 hours with no game engine, standing ovation.
Good work!
This game is awesome!!! I love the name too… punny xD
The boost feels just right and i love the whole bullet-hell experience. Haven't ever played Luftrausers but so glad i played this first :D
I especially love the attention to detail. Noticed the sound gets muffled inside water :0
The font could use an upgrade but other than that, this game is AMAZING!
Nice game!
I liked the explosion particle effects and the backing track fits in well :) It's especially satisfying to shoot the fish and gain the bullet hiding behind it XD
One thing which would improve the game is the background. it doesn't loop exactly so the parallax effect looks kinda weird.
Other than that, good job!
It kind of blows my mind that you made this in 3 days.
The art is amazing, the music just perfect and the concept is pretty unique!
Everything about the sound design is awesome :D. Just one thing which stood out is that the score counting sound is too loud and shrill (although it doesn't affect the feel of the game too much)
Awesome game!! :D
Cool game! Though I would've like it if the player had the ability to go backwards (although i can see how that would mess with the score calculation)
Even though the assets are from outside, it all goes together great! The sound design is amazing too. And that procedural generation is awsome!!
Overall great work :D
Thanks for the kind words! we were crunched for time so we couldn't refine the finer details of the game. After the jam, we'll incorporate two modes for your suggestion regarding the timer. We wanted an element of time for the 'rushed' feel so we did not create it as a setup.
As for the collisions of the platform, that is something we'll surely be fixing :)