Thank you! that means that I did pretty okay with level design and balancing. Ya the explosion came from cherry bomb tweaked a bit for visual clarity for the context of a bullet hell, and I do admit that I didn't have time to replace some of these assets with my own personal effects just some minor tweaks to make it closer to a bullet hell rather than a high score shmup
nicryaof
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It was ok! I think the game couldve been balanced a bit more since there was almost no enemies on the upper side of the screen so you literally just camp out the top and there wasnt enough projectiles to prevent an "optimal play" the concept is pretty good tho!! For a bullet hell, this was good, but I wasn't sure that it felt satisfying enough?
This was fun!! Reminds me of DST2 and I really appreciate the nuances of the game balancing w.r.t rewards and risk. I can easily this expanding to a full game, but one thing that rlly annoyed me is that it rlly does feel like i should be able to rotate furniture after lifting it up!!
But otherwise it was a fun 'reverse' brotato.
This felt like an automation get in the flow game; the main loop is fine as it is and the jank of the controls is what kept it interesting, but you can get to a "solved" game state which I think could be improved with more randomness and or chaos? I didn't feel time at all when I played this game I got into the flow state.


Cute demo for what it is. Got softlocked at a corner tho.