The problem is on me. I couldn't make the game work with the mouse cursor. It only plays with the keyboard.
xquentoux
Creator of
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Incredible! I love the idea and the realisation.
There are problem in the collision between our slash and the skullball though. Also I don't know what happened but at one moment I didn't have any music. Restarting the page made the music return.
I didn't read the description before playing so I didn't expect the wall to extend. I was really surprised, that was great.
I really like the idea of a puzzle where everything can be scaled up or down. The game has potential. But right now, there is one big flaw. It's hard to recognize what everything does. In the level 3 there are rocks that move in a chaotic way so we don't know where they will go. In the level 4 I couldn't open the gate, even when scaling the key and the gate the same amount, I couldn't find a way to open it.
The game seems hard at first but it isn't that hard when you get the grip of it. I noticed that you can get an incredible speed if you jump on a ledge the right way. If you want to continue the game you could maybe use that and make somewhere a gap where you need to get a huge momentum. Also, I got a little insignificant glitch where I find myself flying really high in the air
Overall it's a nice little game
I really like the concept of getting bigger over time and having to choose when going to rage mode. It's a good application of high risk high reward. It's a great concept for a bullet hell.
However, past a point, the saws appear and grow too fast and it feels impossible to survive. Maybe I'm just bad, but past 70 balloons popped it's impossible.
Graphic wise, the minimalist aspect is done well. The few sprites go well with the others. The game is completely monochrome. The game feels juicy with the screen shakes and the transition out of the rage mode. But the retro shader is too much. You could maybe do a in-between of with and without.
Overall: fun game but too short due to the difficulty spike.
There is a flaw that ruins the global enjoyment of the game, the explosion is to long. Also, the walls that you must explode are not using the level. They just feel like walls that slow you down, kinda like a loading screen, you must wait patiently while doing nothing more. Or else, if you really are speedrunning, you hold the button before arriving at that part. But the dashings are to strict, if you hold the button down, you can only go to a precise distance, there are parts that you can't get to while always holding. But if you release the button the explosion gets reset. A simple solution would be to make the explosion bar go down when you release shift instead of going straight to zero. It would also go well with the theme by cooling down when not holding.
Another problem I see is that (at least for me) there are 2 to 3 seconds of waiting at the start of each game. Maybe the game is instanciating everything and destroying everything each time. If it is the case, I would recommand not loading everything in the beginning and just deactivate what you explode, like pooling.
When ignoring the flaws stated previously, the game was really fun, quite hard to get the hold of but when you get it the game is good. I really like the particle effects of the fire and the speed of the dash when you get to speed up with it.