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Hey! Nice timing on the web build. I'm more of a store-page nerd than a twin-stick expert, so here's feedback from that angle, page-only:

1. You already have a playable demo here, but the Steam page doesn't offer one. With an April 2027 date, getting the demo onto Steam soon means wishlists from people who play it, and a Steam demo is what lets you join a Next Fest (February would fit your date), which is usually the biggest wishlist spike a small game gets before launch.

2. The short description says "twin-stick shooter", but the About section reads like a survivors-style run: swarms that grow, a boss every five minutes, six depth zones. That loop is the thing people search for right now, so I'd say it in the first line ("survive a deep-sea trench that gets deadlier every minute") and make sure your tags match whichever genre is really true.

3. Local co-op is buried mid-paragraph. Co-op shooters get picked by friends looking for something to play together, so I'd put it in the short description and on one screenshot or the trailer's first seconds.

The headlight mechanic (bonus damage to whatever you light up) is a great hook, by the way. A GIF of the light sweeping onto a big creature would sell the mood faster than any text.

HI, appreciate the in depth feedback!


I just released the open playtest to my Steam store page, the current plan is to release an official demo build there once I've gotten some more feedback and made some updates but yes 100% plan on joining the Feb next fest.


I've struggled a bit on classifying the game so far, it started as a shmup but has twin stick controls and randomly spawning enemies with some spawning in formations/patterns. Ingame you don't scale to some uber powerful god where you barely have to play and the enemy stats don't scale but from my research its still a roguelite due to the meta progression of unlocking new subs to play as. So overall it has qualities of a shmup, twinstick, rogue/survivorlike while being arcade like, any help classifying it would be appreciated lol


Noted on the co-op feedback, multiple people have mentioned highlighted it more so I will for sure be making some edits to my page! Right now there's only one enemy that is completely invisible unless lit up, sounds like I need to make one of my bosses like that, at least at the start