pl530000.bsky.social
@pl530000.bsky.social
Though, sometimes I wasn't sure if the trees branches on the background were in the foreground or not.

I also noticed a bug where after dying to the first boss the game would think you actually beat it on respawn. Besides that, you can press pause during the first post-gameplay cutscene as well.
January 25, 2026 at 10:23 AM
I opened up the movelist and the moment where I saw motion inputs I realized "oh shit okay this game REALLY isn't fucking around" lol

Was pretty fun
January 25, 2026 at 10:23 AM
I was impressed by the voice acting in the opening scenes. I also really liked the work you did on the CRT filter and retro game direction to make the game blend together well. I'm usually not a fan of these type of models but I didn't mind them too much thanks to the aesthetic being strong enough.
January 25, 2026 at 10:23 AM
Well that was really cool actually

Cosmic Rush was really good minus the bullets blending into the stars a bit much. I think the audio really helped it.
January 25, 2026 at 9:45 AM
I think one last unrelated thing that I'd like to note is do keep an eye on the optimization. I quickly hopped on to a different device to check a few things about the game earlier and it started to stutter quite a bit.
January 23, 2026 at 1:52 AM
There's also committal choices (like in Balatro) :

- Pros/cons that forces a playstyle
- Loses effectiveness if you do not go out of your way to maintain it
- Changes something in a good way for some builds but terrible for others

There's already a bit of this in this game I think
January 23, 2026 at 1:52 AM
A lot of games are more simple about it and settle for "This passive helps only [specific element]" or "this thing gets stronger if [specific condition/element] is in play."

Some games get creative with it and have things that encourage you to specialize in different 2 schools (Rift wizard 2)
January 23, 2026 at 1:52 AM
I think with the format of your game there's actually has a lot of different ways you can go about it.

First thing that comes to mind when I think about switching around weapons with different elements would be the reaction system from Genshin where different elemental effects interact.
January 23, 2026 at 1:52 AM
The part with resistances and elements I found a little difficult to integrate into my gameplan. I was never really sure what kind of enemy would show up next or what the enemies I was fighting in specific were using besides guessing they were physical for the most part.
January 22, 2026 at 4:57 AM
I think the character building and tower decision making part is conceptually interesting, but I didn't feel like I was thinking particularly hard. I did feel like I was just picking abilities that seemed well-rounded and convenient rather than trying to put together some super cohesive combo.
January 22, 2026 at 4:57 AM
I've beaten the demo. It's pretty fun, kind of a Vegeta's technique ™ simulator in a way.

I do think there's some work regarding the UI that can be done. I think some parts like upgrading skills is bugged (some skills I couldn't upgrade) and I think navigating it is a bit confusing at first.
January 22, 2026 at 4:57 AM
Just wish trying to change the battle systems or mechanics didn't feel like you were wrestling with the engine

I was excited when Unite was announced since I thought the move to Unity would mean easily customizing your game while having the usual RPGmaker goodies, but it didn't quite happen
January 22, 2026 at 1:23 AM
In the parallel 4th wall story, I certainly am wondering where it goes next after the demo. I think my favorite part by far was this little bit at the end right here. It's so good.
January 21, 2026 at 3:15 AM
I've played the demo.
Though I know the game-within-the-game is rough on purpose, I feel like there's something genuinely charming and cute about it. Maybe that's in part because it feels refreshing to see something practical and goofy like this in the modern day situation for games and art.
January 21, 2026 at 3:15 AM
Game is simple enough that this isn't a massive problem but how you interface with it isn't exactly immediately clear. There are button prompts for some things you can do and none for others. I did also have some trouble remembering what stat did what when reading upgrades.
January 20, 2026 at 3:20 AM