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Fainspirit

27
Posts
A member registered Jun 09, 2020 · View creator page →

Creator of

Recent community posts

Thanks!

Thank you!

Lovely game - The mechanics were interesting, the pixel art was gorgeous, and the gameplay was very fun.

The subtle audio difference for "safe" bubbles and the danger zone indicator for the boss spawn were also very welcome.

Cool game, I like the geometric vibes of the enemy ship and the gameplay felt nice!

The pixel art portraits were great, though they felt squished in some places.

I made it to warp drive, which I assume is where the game ends.

Very fun game, I liked the use of the theme and the gameplay felt very solid.

Spiral cannon FTW!

Very cool game, I really enjoyed the possession mechanic. It would be nice for it to last a little bit longer, even if it was slightly weaker to compensate as it felt like a lot of work for a somewhat mixed payoff.

If you kill too many enemies during possession, their orbs despawn by the time you go back to being a ghost. 

The horn sound when collecting full courage felt out of place but was welcomed to know when my courage was full.

Interesting concept, it would have been nice to see a few more stages.

Very cool game, I liked the use of limited ammo (cigarettes) and limited movement being stuck on the ground. The combat mechanic was super fun and unique!


I made it to the pig on my second try, but ran out of cigarettes on the second phase. Sometimes the light ball and HAHAHA can spawn in such a way that you can't really dodge since your jump is so short.

Very fun game and I enjoyed the theme of only being able to move a little bit at a time!

The end got very difficult (~30 seconds remaining) with some patterns being very difficult to dodge on a technical level, though maybe I could get it with some practice. The UI was very dark overall and it was somewhat difficult to tell how full / low my energy and health were. I thought I was at half energy the whole game so I was playing very cautiously with jumps and later realized it was full energy.

Very cool game, gives me Titan Souls vibes with the recall mechanic!

It would have been nice to have some sound effects, and the bullets would sometimes hit enemies even when recalling them from the close side (bullets shouldn't pass through the enemy)

There was also a bit of a delay after reloading I found, though that wasn't a very big deal and didn't affect much. Loved the heart graphic!

Neat game, though I wasn't able to get very far -

The game kept freezing at random and I ran into a few invisible walls (Firefox).

Fun game, though some of the elementals just stopped attacking for a while.

Interesting premise and a fun idea.

I never had a situation where deflecting bullets actually hit the enemies and I didn't feel like I had much control over the location of the deflecting rings (even though there is a speedup option).

Super neat, I liked the toaster and the spoon a lot! The artstyle was very cute and I liked the use of the theme.

I wasn't able to get to the end as some rooms were very dense and there were no health restores that I could find, though that's not a problem.

I did find that some of the weapon hitboxes were a bit inconsistent when trying to pick one up.

I love the aesthetic and the gameplay felt unique. It took me a moment to realize that I was moving the viewport and not moving within a board. 

The addition of sound effects would help a lot, but otherwise I enjoyed it!

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I really like the premise, though it feels very unforgiving in its current state.

I was constantly trying to have enough energy to dodge and only occasionally got a chance to shoot. When I did get to shoot, the bullets often shot far from the target making them wasted and leading to another recovery period.

Adding some sound effects would go a long way as well.

Cool idea, loved the art style.

I'm not sure if the web jumping had a cooldown, if I was bad, or if the hitboxes are strange, as it seemed inconsistent.

Neat game! I would have liked some more auditory feedback (enemy hit, defeat, powerup collection, etc).

The cursor also desynced from my aim after getting to the second stage.

Interesting game and a neat concept. It reminds me somewhat of Nova Drift.

The gameplay felt fairly solid, though without taking damage from bullets there's not a lot of challenge.

Very fun game, loved the idea and the visuals.


It would have been nice to have a sound effect cue when being hit and when blocking. Often I died and didn't even realize I was low on health.

Thanks, I'm glad you liked it!

The name was actually one of the first things we decided on after the color limiting mechanic and the overall theme and environment design stemmed from there.

Thank you, I'm glad you enjoyed it!

Thanks! I'm glad you liked it!

Ah, the controller only supports the shoulder buttons, sorry! 

Hi Leaf, I'm glad you like our game!

Is there any particular type of feedback you would prefer when hitting enemies? There is a sound effect currently but it plays at the same time as the sword swing so it can be hard to hear.

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Hey Dinokaiser, I'm glad you enjoy our game!

If the mouse was awkward for you to switch the dial, you can try using the 1/2/3 keys to turn off R/G/B respectively!

Super fun game, looking forward to where it goes!

In terms of power, I got the furthest with explosion staff + bleed + wisps as it seems to be the best scaling. I enjoyed the lightning staff but it was hard to use because melee enemies couldn't be attacked.


A few bugs I noticed -

  • The Epic upgrade that causes your attack speed to increase the longer you stand still negates all other attack speed bonuses. Unsure if this is intentional, as the text does not indicate it will have this effect.
  • Entities other than the player get stuck on the right edge of the map. I've noticed it with wisps and the melee enemies that will stop moving to the right, with the enemies becoming untargetable.
  • Wisps can go into the ground.
  • When melee enemies spawn, they have no hitbox for a few seconds
  • When small (2 or 3 size reduction upgrades) and moving rightward on the ground in the left valley, you can run into an wall that you have to jump over
  • Enemies can push you out of bounds, particularly on the left edge.