A very nice vertical shmup, cool mechanics , I like the simplicity of it.
I had no issues playing, good job! :)
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Accretion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #73 | 3.000 | 3.000 |
| Visual | #75 | 3.333 | 3.333 |
| Fun | #96 | 3.000 | 3.000 |
| Theme | #99 | 2.722 | 2.722 |
| Overall | #106 | 2.889 | 2.889 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
Sound effects are from Humble Bundle asset packs
Fonts are licensed downloads
Are you using any AI generated assets?
No AI
Comments
The game is cool, the enemy patterns are fun ones to apprehend and I enjoyed hiding behind the time slowing thing. The visuals are nice, I specially like the explosion of the boss, it must have been fun making a game together.
Tolles Spiel, es macht sehr viel Spaß und die Grafik sieht wirklich gut aus :)
Really fun game, and the mechanic was awesome to discover and use.
However, there's a few interactions that could be interesting which weren't really explored by the game. The ability to slow enemies and your own projectiles felt like something that would have fit perfectly with everything that's already here. The reasoning for enemies is pretty self explanatory, but with your own projectiles I think it could be a cool way to either increase the difficulty of the game or provide more opportunities for unique gameplay (for example, a boss fight that alternates between two phases, one less intense but it's invincible and one with projectiles flying everywhere but it can be damaged - it would be nearly impossible to hit it normally, but if you could freeze your own bullets then you could leave traps for it during its first phase).
Great work with the sprites, by the way.
Overall quite fun, reminds me of those arcade spaceship that I was playing when I was a child. I wish it had more bosses and it seems the mobs are harder than the boss though. Great work nevertheless, great effort from the 11-year old too!
This game's issues are all sort of core gamefeel things. The screenspace is huge but it doesn't feel like the game takes advantage of it, more like it's a necessity because enemy's bullet patterns flood the screen with so many unavoidable bullets because they have no cooldowns (once they start firing they just go on forever); this combined with the fact that the waves aren't segmented means what happens is the UFO wave blends into the purple laser guy wave and both enemies start flooding the screen with an undodgeable amount of bullets after a few loops, which is just really tacky. The neutrino mechanic is a cool trick, but doesn't really mitigate any of this. Similarly, enemies have too much HP! The green UFO enemy in any shmup would just die in a single shot and that would make this a billion times more bearable, and your bullets already move so slow that they trail "behind you" when you move left and right and take a while to reach the top, so they'd still have a lot of time to shoot at you before dying. Basically, this game has a few tiny little things that really could've used some tweaking because they kinda dampen the whole experience as it is. I do quite like the writing and the time loop concept, it's simple but charming; but this really needed some more thought put into "why" some mechanics are the way they are in a lot of shoot em ups.
Thanks for playing, and for the detailed feedback! Funnily enough, I realised through making this game that I _really_ don't like level design, so combined with the lack of time I got to spend making it the points about the bullet patterns and enemy spawning are all totally valid, haha. The timeloop stuff was a final day dash to get it to a point where I could release it, since it re-used the (admittedly lacking) few sequences I had set up at that point.
If I ever make a bullet hell game again I will team up with somebody who can design levels/sequences and will focus on building out the necessary systems I think 😁
Overall, a very good effort! Nice design and cool patterns for the spaceships. I also really liked the idea of the space anomalies. Just a few suggestions for a future update: making the boss a bit harder and adding some power-ups would be an awesome idea. But overall, congratulations ,great work!
Enticing ! The thema of the loop is interesting.
The main nechanic puzzles me, I could think of ways to make them more fun;
- the slowed bullets could remain slow, in the current state it doesn't help enough.
- right now the fact you can't help the clouds to position themselves in a good spot makes you a bit of a spectator to this feature.
Why not moving them with right sticks? Or pushing them left and right with your bullets (this could be huge fun).
Nice pixel art and small pixel fxs!
Thanks for playing! The strategy I was going for with the clouds/anomalies was the timing in when you trigger them, and the original idea was that there would be more of them on the screen and you might select which ones to trigger at any particular time. I agree that in their current form they don't quite fulfil their promise :)
This is a very good and fun game. I loved it.
1. I found a cheese for the mothership. I won't say what it was but it made it pretty trivial.
2. A border of where the ship can go would be good, I found myself hitting invisible walls.
3. Keep making games, you know how to make them fun and exciting. thanks for uploading!


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