Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Another great entry - I remember your other game from the last Goedware Jam. You've done a great job upholding a clean, consistent art style through all your entries, and I think that it works really well.

Throughout all your game jam entries I've played, I've always been amazed at the level of polish I find. The gameplay and animations are smooth and enhance the player experience greatly.

I really liked your interpretation of the theme and choosing to make the music, something traditionally not part of the gameplay, integrated into the mechanics. However, in your explanation for your theme, you write "Health, music, shooting, visuals, and upgrades—are all interconnected -> every action becomes a meaningful resource decision". While playing, it felt like I was more encouraged to just run around the map and shoot, and I didn't feel like there was enough tutorial/explanation for how everything is connected.

I enjoy the upgrade system, which adds another layer of complexity to the game. I wish there were more upgrades, though - they really are fun.

As always, the graphics and sound art top notch. It seems you've found something that works and stuck with it. The glowing pixel art is really amazing and seems to fit every game perfectly  - I'm definitely a fan!

A bold, exciting take on the theme crafted into an excellent gameplay experience - great job!

Thanks for playing and for the feedback - means a lot to me :)

Oh, and for the theme: The theme would be a bit clearer if the game was bigger. 

For example, you could have an upgrade that boosts your damage when you are low but risks another upgrade not working (because certain instruments fade out).

Additionally, you could use your faster shooting on your right mouse button to gain a momentary advantage, but it could also affect your upgrades ( and music, visuals, and small things like bullet speed, which can also change based on how many instruments are playing).

Visuals are also just a small detail. If you notice, at smaller percentage levels, some post-processing effects are reduced. Also, at higher health, you can see the bloom also being in sync with the beat, which results in pulsating (you can notice it on the UI).


As you said, more explanation would have been great. Again, thanks for the feedback!

(+1)

Got it - it appears I didn't use all the mouse functions, which might have made it a bit clearer. I didn't realize you could use the right mouse function (because I'm not using a mouse), so that's my bad for not reading the instructions more carefully. Nevertheless, it was still really fun to play and super satisfying!