Pretty cool! The simple controls made it easy to pick up, but it encourages you to nail each mechanic as you fight tougher and tougher enemies.
Gardenia
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Excellent art and presentation! Though I don’t usually gravitate towards turn-based combat, I like the stamina conservation that’s baked into the combat. I can easily see this becoming more important as the game goes on, where more powerful attacks may be needed, but each one can take up a significant amount of stamina, thus requiring more strategy.
Pretty cool presentation, overall! I can easily see there being some rogue-lite elements added in the future. I think I encountered a bug where the camera moves downwards constantly, but it didn’t appear when I refreshed the page. Despite this, it was fun trying to complete the level as quickly as possible.
Yep, we’ve all been there trying to complete an assignment late at night. Took me a few tries to beat the game, but I managed to find a good way of managing all of the stats. Some of them options ended up being better in the long run since they helped maintain the bar better without taking up too much time. I think with some balancing, each option can have its own unique strategy. Other than that, I like the pixel art on display!
The platforming is definitely on point, and the ways you can summon platforms offers several ways for players to get through each stage. I found that you move pretty fast in this game – almost too fast. I think some sort of middle ground between moving fast and moving too slow might help with this. Otherwise, this is a solid platformer!
I like how the game is sort of a lite tower-defense, if that makes any sense. The art style is definitely the strongest part of this game. I’m wondering, though: to get these sprites, did you render them from 3D models and then touch them up a bit to make certain parts more readable? I ask because I’m thinking of taking up a technique like this in the future, just as a way of blending two different visual mediums.
It’s pretty difficult, but I like the puzzle platforming elements involved in getting the packages to the houses. The dash mechanic also has a lot of potential, for you can use it to quickly bring down your speed as needed. I think that with some tighter maneuvering, you could use the dashing to its fullest advantage.
I love how trippy the virus effects are; the effects make it look like the screen is burning from the inside-out. These effects add an extra layer of challenge to the game, and it was fun trying to make sure the virus doesn’t get too out of control. As far as the gameplay goes, it feels just right, especially since the player ship has a smaller hitbox.
I love the idea of using your clones after multiple deaths to help defeat the boss; it was pretty fun seeing all of the clones try and take down a single enemy, while also shooting each-other on accident. I think the grenades ended up being too overpowered, so I tried using just the gun to challenge myself, and it gave me more time to enjoy the central game mechanic. I think with a little bit of balance changes, you can create some fun and chaotic fights.
This feels like a hybrid between an arena-survival game and a side-scrolling bullet hell shooter, but either way, this was really well done! The pop-ups that appear every now and then give the game a lot of variety, and I found them really helpful for surviving. The shmup mechanics themselves were also cleanly implemented; it achieved a fine balance between fair and difficult.
The core concept at play here is pretty interesting. From what I see, the strategy involved here mostly revolves around finding the best targets to tether to, while also gauging the risk involved in having a limited flying range. With some more development time, I could see this being a pretty unique arena survival game of some kind!
I’m a big fan of the isometric perspective, especially in shmups because when they’re done right, they look amazing. I didn’t really use the ascend/descend buttons all that much, mostly because the shots hit air and ground enemies most of the time without having to change altitude. Even without it, it was a good challenge trying to dodge all of the incoming bullets! The ability to rapid fire with the mouse button was also a nice touch.




