Thanks for playing! Yeah, there will be a lot of tweaks in the post jam update, some of the systems only got added the last few days so there was not much time for balancing. Glad to hear you enjoyed it though! We have some plans for en update, so stay tuned!
ThaLazyDog
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This was one of my favorites! Great work with the movement, you can really feel the AC inspiration. I liked the gameplay and having an objective, the boss was also a really cool ending. Super impressed you managed to crank all that in in just 2 weeks. Some things I noted down while playing:
- Enemy projectiles. It would be sweet if they could predict their target location, so their shot lines up better. That way the player cannot just dash to the side and avoid all fire. It felt like a cheap way to play.
- I feel like enemies blinking when getting hit works well on the smaller enemies but it was too much on the gunship, was really hard to look at.
- Some lock on missiles or secondary weapon would add so much here, the variation would really benefit the game.
Amazing work nonetheless! Would love to see more of this
Solid work! I really digged the gameplay, and it seems to be a great improvement from the last iteration. The music is super neat and fits the missions and I enjoyed the variety of the different maps a lot. I would have wished more weapons to play around with though, cause I think some variation in terms of gameplay would benefit the game greatly.
This is a gem! I had a blast with this one, the gameplay overall felt simple yet really fun and the visuals are stunning. The intro where you build your own mech with the different parts were nicely done, great work! I feel like it is lacking a bit on the sound department, it got a bit repetitive after a while.
One of my favorites from this jam! It was difficult, at first, cause I did not realize just moving the mouse left and right rotated the player. But as soon as I got the hang of it it was addicting! Really engaging combat system and timing a deadly spin and clashing with an enemy katana made me feel like a samurai bayblade. Great work!
Great to hear you enjoyed it! And I definitely get what you mean, the stamina bar was mostly to avoid spamming attacks, we will be sure to adjust the attack values.
Sadly, due to time limits we were only able to add one level and an arena. But we are working on adding some replayability and some quality of life changes.
This game is definitely one of my favorites from this jam. Its story and creepy but interesting characters really hit that spooky itch. The evolving levels based on character interactions and the deep combat system were pleasant surprises. The visuals are impressive and really draw you in, in my opinion. Despite some UI bugs, I really enjoyed this one!
Truth be told, I'm not typically a fan of games that require a deep emotional investment in the story to fully grasp the gameplay. However, this one was an exception. As I played through it, I found myself genuinely caring about the characters and the intriguing mysteries that unfolded. It just got more and more captivating.
It's fascinating how the levels evolve based on your interactions with the characters. The 3D characters are exceptionally well-crafted, and the dedication to writing is clearly evident. Great work.
The visuals are amazing, a lot of time have been spent here to make both the enviroment and the characters feel alive. And some really creep me out, so bonus points for that.
I adore the RPG elements of the game. Your consistent style, both in terms of the story and gameplay, comes together really well. When it comes to gameplay, I was pleasantly surprised by the depth of the combat system. The moods mechanic was really interesting.
The tutorial seamlessly integrates with the gameplay, making you forget that there are tutorials at all. They only appear when necessary to explain something relevant in that moment, which I find to be just great.
Other than some bugs with the UI I had a great time playing this game!
Great work! I think the mechanic of reviving dead enemies is really interesting and there are some ways to about it for future iterations. One would be giving enemies unique abilities that are only countered by others, that way player needs to strategically kill and revive. I also feel like this kind of game would really benefit from a upgrade tree of some sort. I think that would help with the replayability of the game.
Fantastic work! The gameplay feels great and I had a really good time punching away. The game overall is really polished, with a fleshed out tutorial and an easy to understand combat system. I feel like at times the combat system is a bit too easy, and as mentioned by other players, that it could benefit from an added level of complexity. One of them could be to implement a shield or a sort of counter, that lets the player try to time in the punches from enemies to deal a stronger counter strike, at the cost of more stamina.
Looking forward to seeing more of this!
I really liked this! The artwork is great and I think the controls compliment the bullet hell gameplay well. The music was also very fitting of being in an abandoned creepy robotics factory... I do think you can make Leo a harder boss by increasing his damage towards the player.
I think the camera moves a bit too fast at times, especially when moving the reticle from one side to the other, it becomes jarring and made me disoriented.
The NPC:s are neat, you got really creative here which I like.
This games reminds me of Enter the Gungeon a bit, which is a good thing of course, but I think the dash would feel better if it was in the direction the character movement instead of the direction of the reticle. But that may be just me!
Overall, great game! Keep it up