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Antti Haavikko

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TimestampSince previousGameAntti Haavikko's comment
Dec 4 15:56:08 Sofra ♥ 3 So I accepted the challenge and did also beat it. On normal even. Quite an ending! Sure, the difficulty was quite high. And for most part, because of the preciseness required to picking up and/or dropping the bunnies. That's pretty much the biggest issue in the game overall. Like when you have the babies split up and you rush to get the second batch (which you had to individually drop one by one, on different spots on the ground). When you try to pick them up, you had to be quite pixel perfect to be able to pick them up instead of unintentionally dropping all you had already gathered. Would maybe have been better if there was a dedicated pickup button which you could spam while running past them without fear of dropping the ones you're holding. After learning the quirks of how to properly handle the babies and getting comfortable with the controls overall, it was pretty smooth. The difficulty was there but it wasn't really unfair or impossible. Somehow I think this isn't how this part was supposed to be done: sofra.gif The visuals were simply amazing! And the music fit there very well also. The overall mechanic was brilliant and worked very well. Good job!
Dec 4 16:32:26 36m 18s Dense Revolve ♥ 2 Neat little game! Super short but hard to the boot. The difficulty was quite punishing, there wasn't much room for errors. I found the best strategy to be ignore 90% of the level, wall jump up from the middle area, quickly blitzkrieg down two mobs, reload and then desperately try to finish the rest with one clip. I lost so many promising rounds due to my muscle memory saying that R is reload. Not really the game's fault, more mine. Finally managed to beat it when I concentrated real hard to keep my fingers on the X/C keys only and stopped doing so many quick restarts if something went wrong. Simple but solid art style. Worked very well! Nice particle effects too. The sound effects got kinda annoying pretty fast. And there was so few of them that it made it even worse. Actually, now as I was writing this I decided to take a look at the description which I pretty much just glanced over at the start. So at first I had no idea that it was the bullets that were slowing me down etc and you didn't start with a full clip. Tried again knowing that and it was a lot easier. Using pretty much the same strategy as earlier... I got up, shot down two enemies, went down to reload, shot away few rounds off the clip and tada, I was back at the starting maneuverability. The rest was easy pickings. All in all, good job!
Dec 4 19:29:30 2h 57m The Exalted ♥ 1 Got me three tries but I beat it. On my first try I wasn't quite sure what to do and kept losing the core I didn't even know I was supposed to be shooting at. On the second try, I went a bit too ham because I didn't realize that those bullets were mine. So on the third try, I tried to maintain better accuracy (at first at least) and managed the powerups better (besides speed, that was trash) and it was a breeze. The look was nice. Sound and music volume were very low. The music didn't really fit the mood of the game and got kinda jarring the longer I played... but who am I to complain about it really, I completely suck at music 😭 Good job!
Dec 4 20:09:11 39m 41s Money Is Everything ♥ 0 First of all, probably spent more time trying to get it to compile on mac than I ended up playing it. Been too long since I did anything SDL related (probably like 15 years or so) but I was determined to play it. I was beckoned by the pretty pixel graphics and the fellow finn dev at the helm. And gotta show respect for the dying breed of C devs that are still out there. But SDL_image wasn't being a pal so in the end I booted up Windows. Look at what you made me do! 😔 So then I actually got to play it. Goes without saying that it looks absolutely fantastic. Red houses and all... isn't that like a golden rule of GeoGuessr that, if there are red houses, it's Finland. Could have used some sounds. So I ended up actually following the games lead for quite a while and tried to get as many coins as I could. Not quite sure how many I got at best but it was enough for the game to become pretty much impossible. I was gonna complain about those jumpy plants as well, but they didn't really bother me on the no money run. But at first those were the bane of my existance. Until about 30 coins those were pretty much only thing that got me injured at all (well except for some less frequent cheap traps). They were a straight up gamble. There wasn't enough time to react to their jump height. So while downloading all those frameworks and fiddling with the makefile, I had plenty of time to stare at your page description. A thing I don't even usually do (cause I'm a rebel 😎). You kinda gave away "the secret" there. I think what you had in game would have been enough. Sure, some people would have maybe missed it and will probably still do but it would have been more rewarding to find out myself. Good job! **edit:** Why on earth did you opt out on graphics category?
Dec 4 20:51:14 42m 03s Hats On! ♥ 2 I am the new **world champion**! 🎩 Screen Shot 2017-12-04 at 22.40.04.png Funny stuff! Neat idea and well executed. Is it just me or does the game behaviour get very weird after doing a 100 hat run and then immediately trying again. It seems like the hats do not behave the same as they did on the first run. It's probably because you spawn the hats on the top of the screen and since the camera is zoomed out, it spirals out of control. Like this: Screen Shot 2017-12-04 at 22.48.14.png
Dec 5 10:26:09 13h 34m Ghosth - Annoying Ghosts ♥ 5 Very nice! It looked and sounded fantastic. The sprite work and animations were top notch. Would have wanted some more sound/animation feedback on ghost activation and stomp. I sometimes was left unsure about if I managed to activate a ghost or not and doing to ghost jumps didn't feel satisfying enough. Stairs were annoying in so many ways. It was very easy to do a weird jump on those and accidentally lose a ghost making you do some boring backtracking. And speaking of backtracking, the following were two of my least favourite spots because of all that backtracking that was required after a failed attempt. Screen Shot 2017-12-05 at 11.37.19.png This wasn't hard really but obviously I threw the ghost to the wrong direction at first and then had to go all the way back again to gather some ghosts. It even forced you to death respawn because there weren't any ghosts to try again with. And even after that, you need to do the same trek so many times, even after opening the door. Screen Shot 2017-12-05 at 11.48.35.png The first hard part really. The pacing didn't work at all and the swinging ball hitboxes were really unfair. Couple that with the wonky stairs and the long way to get to try again, and it was getting annoying. The jump wasn't even that hard but you had to either guess right or die a couple of times to plot the correct course. This was the spot where I think I spent the majority of my play time. There is even that spike maze puzzle with very similar idea but even though the jumps are harder (and again some unfair spike hitboxes, these probably weren't bigger than the sprite itself but still felt unfair because you die in 100% of the so called "close calls") that works so much better because you can try again straight away. Screen Shot 2017-12-05 at 11.40.55.png This spot was kinda hard to notice. Screen Shot 2017-12-05 at 11.56.15.png Took me quite a while to actually figure out how these things worked. But I kinda liked that you weren't so hand-holdy all the time and let me figure it out by myself. Only managed to "find" one of the secrets. I did see at least three but didn't really know I was supposed to be gunning for those (even though it was kinda obvious). Then the game *suddenly* ended and I couldn't go for em anymore. Is there something extra if you find all of them?
Dec 5 12:32:35 2h 06m Grammar Dystopia ♥ 4 I PODE IT! Nice, very nice indeed. The look was amazing and the humour in the video clips was brilliant. The mix of video and hand drawn animations was lovely. Ended kinda early though, I was hoping it'll get even crazier with the rules. Pretty much the only thing to complain about was that at first it wasn't clear that I was supposed to just go ahead and start typing. Maybe having a blinking cursor in the textbox would solve that. Also would have been nice to be able to edit the text I had already input. Like it was kinda annoying to have to type the whole sentence again just to change a starting syllable to correct one. **Congratulationpen Ramsay, you have pode na gnizopa gapo.**
Dec 6 11:36:21 23h 03m Robin Loot ♥ 2 First of all... *"Pencils & Brushes / Words & Numbers"*, thats cute! The game was good. Looked and sounded sweet. A bit on the easy side. I think the hardest part for me was actually getting all the five pieces to line up properly to the ending door on the last level. The biggest factor to the easiness was the lack of time (or any other) pressure really. Nothing prevented you from leisurely hauling all the valuables to the door one by one and then leaving with all of em. The sneaking/dog functionality could use some work. I found it quite unsatisfying that just releasing the sneak button near a dog without moving triggered them. It would have been nice if the dogs had like a warning when you were getting close to triggering them (like a subtle ear wiggle or something). Maybe also make them fall back sleep after some amount of time. And having a sweet failure state animation instead of just freeze frame and throwing on a message box would have been cool and would have made the failure less bitter. This was bit of an annoying part because you couldn't see what was beneath. The camera could have panned down a bit (so like inverted amount of space on the top and bottom) when you were on the upper half of the play area. Screen Shot 2017-12-06 at 13.18.47.png Funny thing that after playing and now only reading the description I see your comment about the shield. I was confused about what the last piece was on that level too. Could have added bit of a sparkle animations to all the valuables to make them more distinct. I think I also tried to grab the paintings of pretty much all the levels. Overall, very good job guys!
Dec 6 12:31:02 54m 41s The lost strawberry ♥ 2 Very nice! Looks awesome, but as I've already told you, it is way too busy. It is pretty much unreadable. Every time I transitioned to a new level, I had to just stare it for a good while desperately trying to figure out where I am and what is going on (and usually even dying several times while doing so). I think introducing a fourth color for those flying particles and the decorative non-functional platforms would make it easier the read the levels. So something like this (I bet everyone on their first go try to jump to that "platform" on the bottom right): strawberries.png The controls were a bit too fast (for me at least). Especially so when dealing with the ropes or springs. Having a different button for the essence jumps was a weird choice and completely unnecessary. By the way, what are those non-keyboard controls you were showing? My PS4 controller at least did not do anything. Can't quite remember if I've previously even tried to use a controller on PICO-8 games (haven't even played one since last LD). Getting to play with controller would have probably fixed the quick controls issue for me, I'm a lot more comfortable playing platformers with one. I really wasn't a big fan of those invisible blocks. At least those could have appeared a bit further away than only when you were already pretty much touching them. All in all, good job! You managed to do a good chunk of content and the difficulty curve was pretty much perfect.
Dec 6 16:16:32 3h 45m Flips! ♥ 2 Took quite a long time but actually beat it: Screen Shot 2017-12-06 at 18.02.30.png As you are probably planning to do with it, would work perfectly as a mobile game. The mechanic is cool and can get really challenging. The look is nice and clean, fits the genre very well. But you did quite a poor job on introducing the mechanic. The so called introduction levels don't explain the mechanic too well and they pretty much automatically play themselves. And then suddenly you're in that "plan ahead" level and have no idea how the game works. Spent quite a long time there just clicking on stuff and trying to figure out what were the actual rules. The difficulty ramped up too fast in my opinion and it was all over the place. Good job, a very promising game!
Dec 7 18:58:20 26h 41m Skulls n' Ladders ♥ 0 Yay, did it! Screen Shot 2017-12-07 at 20.47.59.png Played up until about half way until I noticed that you can throw the coins. Didn't really read the description that well so I missed that part and I tried to press it first so early that I didn't have any coins yet. Felt like the noise level didn't really matter that much at all. You could always just always just inch your way forward one pixel at a time without making any noise no matter how many coins you had. And when I realized you can throw the coins and kill the skulls, it just got too easy. It was more fun trying to juke them before I knew I could throw the coins. It'd probably be more interesting if you couldn't kill the skulls, maybe just stun them for a short while instead. Or maybe not even that and you could only distract them with the sound the coins make. That would need quite a lot of redesign of the level though.
Dec 8 11:51:59 16h 53m Trial of the Reaper ♥ 1 First of all, the combination of arrows and ctrl is a no go on mac at least. They are used as OS hotkeys and will tab one out of the game when trying to use them. The game was quite fun but I do agree with @wetdesertrock, it was way too easy. After my first messed up try (because of the hotkeys), I got S on every single run. And I'm quite sure I always had all the kills in the same combo. There was no need to pace my swings at all, the best strategy seemed to be just keep mashing the mouse button constantly. The camera work was pretty damn good. Didn't quite fully grasp what was going on there but the swing/dash camera movement felt very nice. Adding some particle effects and screen shake would have made it even more satisfying. It was kinda hard to distinguish people who were still running around and the ones flying dead in the air. Found it kinda funny that in your tools, you had two git clients and two charting tools 🤔 Good job, very solid entry!
Dec 8 13:21:40 1h 29m Lapped ♥ 0 Screen Shot 2017-12-08 at 15.16.23.png There are some fundamental issues with the game design. It required to to play like crap at first and slowly start getting better (which actually worked wonders on my first go, but obviously not after that). I didn't find this way to play really that fun. The other way to succeed would be the execute at 100% performance all the time. Obviously this isn't that fun either because the amount of laps needed and even a small hiccup would completely destroy your chances because your previous selves did not make any mistakes. Do the ghost vehicles take damage when they crash? Is it possible for them to be destroyed? I saw them crash with each other quite a lot but never saw them getting destroyed. Or do they just get reset every lap so they never accumulate enough damage to get destroyed? If so, it would be fair to fill the player health also each lap (this would require lowering the max hp of course). And if they can't get destroyed, adding this could alleviate the issue of perfect play requirement at least a little bit. So yeah, I kinda cheated on the above screenshot. If you go through the track backwards (and actually going through them clockwise seems more intuitive to me at least), the AI ghosts freak the f out and just chill in the start line or completely ignore the walls drive to the horizon. This is why racing games have checkpoints... 😉 The look was simple but pretty nice. Wasn't a fan of the crash effect at all. It was distracting and didn't fit the look of the rest of the game really. Also wasn't a big fan of the "menu", I found it pretty clunky and unnecessary. One thing that could have been a nice addition is having a bit of a color variation on the ghosts depending on how old/good they are. Good job! **edit:** Yeah, one more thing! Maybe next time don't hard code the keys and use the Unity's (pretty decent) input manager ones instead. Using them, the players could actually change the keys in the startup config dialog, there would be alternative keys for people who prefer WASD and even most controllers would have worked right out of the box.
Dec 8 14:16:31 54m 51s Greedy Dungeon ♥ 2 Very nice! PS4 controller worked perfectly. Did you use some plugin or something for the controller? Usually the button mappings are all over the place on different controllers with Unity's default Input Manager (or at least they were in the past). The control mechanic was spot on with controller, but as seen from the other comments, it seems to not be the case with the keyboard. The aiming took some time getting used to but it was really very accurate and intuitive after getting the hang of it. Don't really know what the deal with the money was. Didn't notice any changes even though I always gathered all of em. Dunno if it was only me but the glove felt worse than the starting sword. Didn't really find any use for the carry mechanic either (expect for the blocked chest obviously). And because of that, on my winning run (I think) I cleared the whole level before grabbing it. And then I didn't really get to use the big sword at all. Was that really the end. I did scour the whole level again and actually did find one more enemy but nothing else. And fighting with the big sword felt like more of the same. It seemed like the hitbox of the sword was still the same as that of the poke of the starting sword even though the animation promised a bigger hit area. Not quite sure of this though since I only got to fight one enemy with it but it did seem I was missing quite a few times even though the animation looked like a hit. So did I miss something or was that really the "end"? Kinda anticlimactic if it was... The enemy AI could use a bit more love. They were super dumb and very easily exploitable. They were pretty much only dangerous if you tried to go for a swing while they were spawning in (learned that lesson quite quick) or if you somehow managed to get surrounded. It was kinda easy to get stuck to the walls sometimes while walking next to them. Might be an issue with how the colliders are setup. Also there are some z-ordering issues but obviously these are very minor and don't affect the gameplay or even the look at all. greedydungeon.gif Overall, awesome job! Enjoyed the game very much and in the end still felt like I'd want more content.
Dec 8 15:47:42 1h 31m SPLIT ♥ 1 Pretty cool! Art style wasn't really consistent. Some objects had outlines, some didn't. Some objects objects were probably drawn too small and had to be scaled in the engine, resulting in their pixels being a lot bigger than some others. The font didn't really fit the rest of the style either. The sizes of some objects were also totally wrong. If I remember correctly, the bathroom for example didn't look too good... The story was ok. Very predictable but the writing was decent. As you said yourself, the skip for the dialog would have been a must. They were always there for too long even for me as a non-native english speaker. And vice versa, there must be someone who doesn't read them fast enough and end up missing a part of it. So yeah, a manual dismiss would be the way to go. Or at least not locking the player to just stand still there while waiting for the message to disapper. And you already kinda had that same functionality with the diary and letter. The pacing was also a bit off. It was kinda annoying that for example I couldn't pick up the shovel before I found the diary. Even though I had already been on the backyard where the character was wondering what he could dig it up with. I also think it would have been better if that up arrow wasn't there and you could actually examine everything (would require addition of more flavour text like the one in the moldy food). Would have made it a bit more like a game instead of just running on rails. You kinda have to nail the gameplay mechanics on a story based game or the annoying parts will make you less focused/interested in the story... I really liked the **moonwalk feature** ;) split.gif Good job!
Dec 8 21:18:24 5h 30m I wonder if I had a younger sister ♥ 2 Couldn't really get into (or even quite understand) the story. Not saying it's bad or anything, not just my anime genre of choice. It was also too short to really get into the characters. Nice idea to mix story and gameplay like this but I think the actual pacing could do some work. I kept feeling like gameplay was constantly getting interrupted by the small story blurbs and vice versa. I think it would have been better if you hadn't completely blanked the screen and halted the gameplay for the dialog stuff, instead positioning the text on top of the play area and still allowing the player to move around. I think you actually did that on few "cutscenes" but in my opinion, everything should have been like that. The gameplay itself as a bullet hell was pretty solid. All the moves were very avoidable by themselves. Except that one with umm, pidgeons? My brain just couldn't handle that one at all. Unlike what @fireslash said, I found Shana's swing attack well telegraphed. Sure I got hit by it few times at first but then learned the breathing animation stop and attack timing. My biggest gripe was the hitbox, I would have preferred the the full danmaku treatment with a way smaller one. It's hard enough to dodge stuff on traditional bullet hells where you can fly, whole another deal in a platformer. I think the fact that it was a platformer was holding the attack design back a bit. Pretty much like half of the attack patterns were just bullet moving on the ground towards you and you jump over them. Even this more traditional bullet hell pattern needed to be toned down to be pretty much that... Screen Shot 2017-12-08 at 23.15.32.png Goes without saying, the game looks awesome. Obviously could have used some sounds and music. Good job!
Dec 9 12:22:36 15h 04m DIM ♥ 0 Pretty nice framework for a game you got there. Obviously it would need more interactive stuff like enemies (which it seems you've added post jam) and more variety overall. It got stale very fast, like right after a few levels. There was no progression or difficulty curve so pretty much after the first non-tutorial level, you've seen it all. I still went on for dozens of levels just to see if it is same stuff over and over again endlessly or if it will introduce something new. Sadly, it didn't. And it didn't even matter if I beat the level or died, it always just gave me the "next" level. It looked quite nice. I really liked the 2D lighting you got going on there. The ending flash when you got too much energy was cool too. And speaking of energy, it was kinda annoying to gauge if you could still afford to grab a shiny without getting max or get hit by the spikes without getting to zero. Maybe adding subtle lines or some other markers to the bar to show the amount you'll get or lose would be nice. Also, in my opinion, the spikes should have been more punishing. You should stop the energy from decreasing when reaching the chest. Dunno really which one ended up happening, the real level finish or death, since they both were the same thing. It was nice that I could run through one tile wide gaps but doing that should have been more consistent. And the behaviour in one tile high "corridors" didn't make sense either. *Can run under one tile high gaps just fine.* Screen Shot 2017-12-09 at 13.59.17.png *Can't run under one tile high gaps with spikes above without getting hurt.* Screen Shot 2017-12-09 at 14.00.44.png Just like @sand-gardeners, I first though it was weird that I could shoot up but not down. It felt odd that pressing either down or up would always just aim up. Quite quickly I realized that shooting down would completely break the game though. Shooting up was never really needed either. I don't think I ever encountered a "puzzle" where it would have even helped. Same goes for the double jump, it was completely pointless. Also was kinda annoying that the jump sound played even though you had already used all your jumps. The level generator was quite solid. Only few times it did lame stuff like spikes right under my spawn point. Quite often it did "puzzleless" levels when you didn't need to shoot or even jump once, just drop down a couple of times. Obviously now those levels were dumb but they would still work as a bit of a lull in the pacing if the gameplay had a bit more to it (like enemies etc). And as a closing note, you really should try to keep some consistency in your version naming. This was just straight up confusing at first glance. The windows version named after the name, mac version after the platform. And only the 0.2 version marked with the platform checkbox. Also, not having space there makes it read *"dimo point one"* to me... Screen Shot 2017-12-09 at 14.19.24.png Good job!
Dec 9 13:08:03 45m 27s Stuck in Parallel ♥ 4 The concept for super cool but execution was kinda shoddy. Wasn't a fan of the character slidiness at all. Also was kinda weird that after dropping a lantern, I had to first get away from it to be able to pick it up again. It also didn't help that the character was super easily getting stuck to the walls like this (so yeah, kinda well named game). stuck.gif It looked nice. Dunno if the hands and legs in the walking animation (also seen above) were supposed to give depth to the character but it made it just look like unintentional flickering to me. Really enjoyed the puzzles and gameplay until the fourth level. This is where the bugs were everywhere and I just started to get pissed off and didn't want to bother fighting the bugs. Here are some fine examples... **Lanterns moving on their own and getting you stuck** Screen Shot 2017-12-09 at 14.37.29.png **Visibility glitches** stuck-what.gif **Suddenly just getting stuck somewhere where you're supposed to be able to walk.** stuck-stuck.gif **Not able to move past the lowered yellow barrier just because I happened to touch the green lantern.** stuck-again.gif Anyways, really good job! The game shows real promise... **edit:** Yeah, one more thing. It's never a too good idea to do a mouse only menu when your game is keyboard only.
Dec 9 13:48:03 40m 00s I'm tired of all your stuff ♥ 1 First of all, you've marked the linux and mac builds wrong... Screen Shot 2017-12-09 at 15.14.55.png So I forgot to input my name on the second launch 😞 Screen Shot 2017-12-09 at 15.30.51.png Quite a funny one. Since the main point was first trying to figure out what is worth the most, it would have been nice to see the amount somewhere when getting an object into trash instead of having to know how much I had before and doing subtraction. So in the simplest just showing another text box under the score that would say like "+25" for a while after scoring. Would have wanted to see more different stuff in the room (including a door). Also had some weird control issues. Like it was never told that you could use space to skip the phone call in the beginning (now I noticed that you did tell about it in the description). Also the ending was weird requiring the player to esc and restart without any indication. Should have shown the retry/quit buttons there automatically. The look angle lock was quite strange choice as well. So for example when going for the shoes, you couldn't get too close to them or you couldn't look down enough to grab them.
Dec 9 15:00:50 1h 12m America 2018 ♥ 1 Nice! The art style was great and music fit the game very well. The tension was up 100% of the time when playing this. Would have liked to see (or hear, actually) the monsters make a bit more noise so they couldn't sneak up on you that well. I know they did make some noise but it was kinda drowning in the music and constant shooting. Those pentagram thingies looked kinda broken with all that disappearing but dunno, maybe that was the aesthetic you were going for. That particle effect on them was a cool addition. Made it easier to spot them from a distance while frantically running away from the monsters. Screen Shot 2017-12-09 at 16.44.34.png I felt like the difficulty didn't ramp up properly. It was way too easy to dodge even a large pack of the monsters because you needed to be pretty much standing on the same pixel with them to get hurt. The constant health pickups (which I'm not even sure where they came from) also made it kinda easy and lessened the consequences of actually getting hit. They should get less frequent the further you get. I also feel like the shooting should have some kind of downside to not allow the player to be shooting all the time. Sure, the shooting sound made it harder to hear the monsters but once you got far enough, couldn't really rely on the sounds anyway. And as you yourself said, the AI is dumb and gets stuck easily. That would actually benefit the gameplay if they could unstuck themselves when gaining the line of sight to the player. Would get some cool jump scares when going around a corner and suddenly a monster that was stuck there just bounces on you. Good job!
Dec 12 18:57:05 75h 56m Spacelitch ♥ 2 As everyone else in these comments have already been gushing about, the art and music are brilliant. Only minor thing was at least the starting track had a small awkward gap when it looped. Would have liked to play it full screen. That would have fixed some issues like bullets being very small and health bars being very unnoticeable (at least in the middle of the boss fight action). Nice to see a shmup that haves a nicely sized hitbox. Never felt like I got any unfair hits in... At first I obviously started playing this like any other shmup and though that god damn this game is hard. After few quite quick fails, I noticed that the best way to go is a pure pacifist run, only shooting those laser gate things. And playing like that, it actually became quite boring. I was a slow slug to see if the rng gods would allow me to get past those few hard bits in the end. To boss in fact was maybe even too easy. I would have gotten him on the first try but right in the end dodging its shots, I flied off screen (without knowing it was deadly) to my demise. And that leads me conveniently to my next point, action feedback. For example, only flashing the player ship red when taking damage isn't enough. Especially so when it can be off screen while that is happening. So that would require sound feedback also in my opinion. Same goes for those message popups. They're so small that the first few times I didn't even notice them appearing (wasn't really looking at the bottom of the screen) and wondered why the screen froze for a good second or two. And as has already been pointed out several times, they got kinda annoying considering how many times (probably) one had to try again from the start. I wasn't a huge fan of the constantly changing shooting pattern. It was quite annoying that you'd go so big portions of the game without shooting, and when you did have to shoot you had no idea of what your shooting pattern would be and shooting in a wrong position could completely ruin your run. The angle shots were there to just make the life of the player miserable and make them want to shoot even less. But you had to get them to get sweet sweet forward shooting fire rate up. And even if you tried to shoot stuff like in a "normal" shmup, the enemies got way too bullet spongy for your weak little pea shooter which you had for like 80% of the game. Dunno if it was just my computer being weird but I had these weird frame drops every few minutes or so. Was especially annoying while fighting the boss. Good job guys, very nice entry yet again!