Solid bullet hell! The visuals are amazing and the sound effects & music complement the game nicely.
The bullets became overwhelming quickly and that's a good challenge - also love the variety in player attacks and the polish really shines through
| Criteria | Rank | Score* | Raw Score |
| Visual | #5 | 4.433 | 4.433 |
| Audio | #16 | 3.800 | 3.800 |
| Overall | #18 | 3.867 | 3.867 |
| Fun | #48 | 3.533 | 3.533 |
| Theme | #109 | 2.793 | 2.793 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
I made everything during the jam
Solid bullet hell! The visuals are amazing and the sound effects & music complement the game nicely.
The bullets became overwhelming quickly and that's a good challenge - also love the variety in player attacks and the polish really shines through
Damm that's such an amazing one. Visuals and sounds deserves all the praise they can get, and the overall juice and polishness are also just top tier.
I really wish I could have liked this game more man, it's pretty much everything you would want from a good little-ship-shooter-game, even the boss's patterns seen so much fun to play against, but this game is really being held back by something as silly as window size.
All the visual sweetyness of this game is probably it's strongest aspect, but it's also it's very own shortcoming. I really could barely see where my ship was at the entire time, and both enemy bullets and player bullets kept blending in with both thenselves and with the background too. Most of all the deaths I had felt like a backstab because I really couldn't see it coming, on the most literal sense of the phrase possible. And honestly? I really don't think this is a problem with the game's fanciness at all, it really was just an effect of the weird decision of not allowing the game to be played fullscreen, wich is a shame.
I have also to make a note that I was playing with the blue ship mostly, wich blends in with everything even more than the red one, but I felt like the red one was a little too slow for my liking so... yeah, this can also be skill issue on my part for not wanting to git gud with the red, but still.
Don't get me wrong tho, this is still a top tier entry, but I have to admit I threw the towel at the very first boss, wich do feel pretty bad
game is really satisfying to play. i really enjoyed crushing enemies and art as well. great job!
This is the best entry in this jam I have seen so far. I loved the gameplay and the sprites and I still cant believe it was all made during the jam, my honest congratulations for making this awesome game. Also, I NEED the soundtrack for this game! Probably the graphics and the audio are easily my favorite things.
Very nice game. I saw a little bug, I think the bullets disappeared for no reason apparent, I played 5 x, and I died every time in a boss ><, you should implement play with a controller. Congrats.
Cool artwork and sounds. It seems like this could be a good game with a bit of polish, but there are some aspects which hurt it pretty badly.
The gameplay was a bit confusing. Every now and then all the enemy bullets on the screen just disappeared for no reason.
Also the player sprite really needs an indicator showing where the hitbox is (a lot of games like this have a small bright point showing where the hit box is), So dodging bullets took a lot of guesswork.
Pretty much a flawless entry.
Excellent use of music, sound, visuals and gameplay!
The steep difficulty level keeps players on their toes at all times, but then, again, that's what bullet hell games are all about:)
Perfect!:)
Pretty much a flawless entry.
Excellent use of music, sound, visuals and gameplay!
The steep difficulty level keeps players on their toes at all times, but then, again, that's what bullet hell games are all about:)
Perfect!:)
Extremely tight shmup!
Absolutely marvelous levels of polish - when I heard the syncopated dance piano in the first stage I smiled. Excellent stuff!
Very polished in both Graphics and Sound.
The spritework is awesome and there seems to be quite some variety with enemy ships, and i like how the player ships feel very distinct from one another, and that you managed to make the classic menu with the preview for shot patterns :o
The music is also quite good.
Now i’m not all that skilled i’ll be honest ^^’ so i can’t really properly say how balanced the difficulty is in general, but to me personally this felt really insanely high O_o
Now with that said i still appreciate the efforts and attention to detail on display here, cool spritework with variety and music as well as some themed menu - ing.
Well done :)
Pretty cool overall, the Cho Ren Sha influence is definitely strong here.
I ended up ignoring the limited weapon system for the most part because I was doing the item carrier trick instead, which let me just brute force my way through tougher parts with bombs and the bombs given by those carriers’ extra lives.
A few gameplay issues I had came mostly from the enemies - it didn’t feel like there was a lot (or any?) popcorn throughout the stages, and it felt like an unusually large amount of enemies coming from behind existed.
A technical issue I had is that the game was locked to a small window on my screen, with no(?) way to put it in fullscreen.

One of my favorites so far this jam. I just wish the game window could be made larger and that the game saved high scores. The visuals are top-notch and it feels good to play. The 2nd attack of the stage 1 boss might be a bit cheap, though. It feels like it just snipes you as soon as the first attack ends with little time to react?

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