Thanks for the feedback! Luckily, I was able to reuse some of my code from previous projects to make sure the movement felt solid. I’m super happy when I hear that people strategized the order that worked for them! My priority was to focus on dynamic difficulty that lets the player choose their own path. Vertical downward movement was definitely my largest struggle in the level design, and I’m sorry to hear that it didn’t work near the bottom of the map. I’ll definitely try new ways to communicate where you can and can’t fall. I remember that in Shantae skulls would appear over death pits, so maybe that’s something worth stealing from. Thanks for checking out the game and I always appreciate feedback from my gamer brethren.
Dameron Cook
Creator of
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Seriously though, awesome game. When I was brainstorming for the 4 colors jam, the Game Boy style of palette came to mind, and I'm glad it got to be fully explored in one of the games! (Also, thanks for fixing up the hit boxes.) AND this is was your first game, that's super impressive and a massive first step into the development process. Great Job!
Ay! Nice game. The inspiration is inspired, and the controls felt really nice. I knew I was damning myself whenever I fired multiple blasts in the same direction, but desperate times require desperate measures, so it added a really nice risk vs reward mechanic. For the endless mode, I'd like to see how the game could get progressively difficult as the score goes up. For instance, the spawn rate of asteroids could increase (if it doesn't already do that, hard to tell). I think this idea has a lot of room to grow as well, I'd love to play it with an assault rifle and shoot off a bunch of mini blasts. Also, the game reminds me of a really funny joke: