Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Bloodloser

19
Posts
24
Followers
2
Following
A member registered Aug 18, 2018 · View creator page →

Creator of

Recent community posts

This is a crazy good shmup for a game jam. The rank system being completely player controlled really sells the concept of rank management without making it a massive difficulty well. The chaining through levels is smooth and satisfying, trying to pick up extra gems from cancels while going for the steal forces really big and confident moves, and with the length and structure the game is really fun to route and execute over your first couple of plays. Figuring out where I could afford to spend a steal just to cancel through a troublesome pattern immediately unlocked my scoring potential in stage 2. The presentation is fantastic with really distinct palettes and music and that boss intro is so cool every time. I also adore the little bitcrushed voice lines. My only issue was that those maroon bullets with the spinning orbs around them feel like their hitbox is bigger than their sprite and I keep getting hit trying to micro between any two of them, and that I wish you could get those bullet cancel gems during boss fights.

Really great implementation of the contra style formula on gb and I really loved the super crushed voice lines and general style. I died a lot to a combination of long airtimes and being able to walk pretty fast for the screen size but I still had a great time getting to the end!

very authentic to the gb and nails all the shmup basics in a tiny package. reminds me a lot of guxt!

It's astonishing how much material you packed into this game in 10 days. Has everything an rpg needs in some form and is very well paced for a handheld type experience. I'm also a sucker for an smt type combat system so you've completely won me over.

Really solid looking sprite stacking and some great movement feel to go with it. The one shade of purple really makes everything here pop visually as well.

Absolutely gorgeous presentation on all levels. This is the kind of game you could sink a lot of time into on a portable system.

Really great feel and wonderful art design. A few more planets and this would be ready for a cartridge!

Really fun movement and visuals. Shooting has some nice leniency that lets you play fast. The only issue is I wish the earlier, very easy boss patterns didn't take as long to get through to get to the good stuff. Fantastic use of the theme here

Exactly the kind of visuals and music i love to see in a shmup. Felt instantly classic and the bomb mechanic is a solid take on the theme. Enemies and patterns felt perfect.

took some serious effort just to get the 3 color associations down let alone clear the thing on expert. the human mind was perhaps not made to handle things like this. Fair but definitely at the peak of the difficulty curve, which in my opinion is a good place to be for a bullet hell jam.

Oh! i have a 144hz monitor so that might be the culprit. i'll cap my refresh rate

is there something i'm missing about the dash mechanic? it seems to only ever activate on the 10th or so time I mash the button after trying to do it once and failing and I cannot figure out if there is some condition to using it I don't know about. I want to get a better lunatic mode score but without the dash i can't get all those money points

Feels really good to tear through big clusters of enemies but large amounts of bullets quickly get pretty unreadable and I spent most big spawn waves looping constantly around the screen edges to keep reimu visible. Clearing some screen space out with the dash is exciting and makes up for it but I had some issues getting the dash to consistently activate on the web version. I'll give the download a try as well. Lunatic mode goes crazy and the boss patterns are the most fun to dodge.

Nice and laid-back shoot em up. All the shot types are fun. I managed to no death clear the game with all 3 as its quite easy but I like how you incorporated various enemies into the backgrounds.

Really fun and the beat-timed level design is fantastic. The visuals feel inspired right out of the core of the hardcore shmup genre and the music works very well with it.The one issue I have is some of the shot types you can get fire so infrequently that you can get stuck slowly firing two 1 damage blasts at a time at the last remaining enemy for a good long while while others can tear through an enemy group no problem.

This game is genius. A perfect little visual and presentation package combined with a really good take on the theme with "limited time" that really turns the game into a bullet hell entirely of your own making once you get far enough in. Super fun!

thank you for being the first person to say the game "hooked" you I was waiting for that all voting period

Incredibly fun game. The hook mechanic feels exactly the kind of chunky a gameboy could manage and the art and mechanics evoke the best of esoteric nintendo handheld titles like trip world. Plus i'm biased because we both made the player grapple hook through a big cloud of spikes at one point.

post-jam i'm hoping to update this with a few things like a high score counter, possibly extra music track options, a handful of puzzle mode levels,  and if i can get it working a local versus play "link cable" mode