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Faulko

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A member registered Jan 08, 2024 · View creator page →

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Wow, that's an amazing score! You're going on the leaderboards!

You're absolutely right about the difficulty. There's three things we plan on implementing for the post jam update:

- Ducks will progressively spawn faster and flying ducks can move faster

- Missing a duck makes you lose a life

- An actual enemy duck

The last one is a bit of an incognito, but we're almost done with the other two. We hope to make the game feel harder, but not unfair in the start. Thank you very much for playing our game and leaving such a thoughtful comment, it truly means a lot to us!

Sorry you had a bad time. We'll look into it. Thanks for checking out the game and leaving feedback!

I love the name of the game so much. Slug Doug. It just rolls off the tongue so well...

I like how the enemies are color coded, and each one of the different colors are directly correlated to the weapons and health they have. Turns out this slug is quite the trouble!

I did run into an odd glitch at the end of my run where I had possessed a black suit enemy, and my timer to go back to my slug ways never ran out. When I tried unpossessing him by right clicking, I lost control of the character and couldn't move the camera or the character.

For a first time solo dev attempt at a game, this is quite impressive! A shame that the animations didn't work, but this game is a pretty strong first stepping stone to slug greatness.  It'd be interesting to see what other things could Slug Doug eventually possess. Well done!

I love the name of the game so much. Slug Doug. It just rolls off the tongue so well...

I like how the enemies are color coded, and each one of the different colors are directly correlated to the weapons and health they have. Turns out this slug is quite the trouble!

I did run into an odd glitch at the end of my run where I had possessed a black suit enemy, and my timer to go back to my slug ways never ran out. When I tried unpossessing him by right clicking, I lost control of the character and couldn't move the camera or the character.

For a first time solo dev attempt at a game, this is quite impressive! A shame that the animations didn't work, but this game is a pretty strong first stepping stone to slug greatness.  It'd be interesting to see what other things could Slug Doug eventually possess. Well done!

First thing I noticed was the lovely artstyle. It's adorable and has so much charm! It also reminds me a bit of Okami and Parappa, too. The way the camera moves reminds me of some old multiplayer games that played in a similar way. The character portraits are an awesome addition, even having different expressions, too!

The sound effects are very fitting and the music tracks are awesome, helping to create the lighthearted feeling of the game!

The characters and dialogue are really well written, too! Just from this small exposure to them, I could already tell some traits of each character. They each felt unique! I also like how the story progresses as you go through the waves! 

I enjoyed the attention to detail with the characters. Their portraits showing up when they get hit or do something cool. It just makes them feel a bit more alive and gives them a similar importance to that of the player.

The idea of using animals as cannon fodder is honestly really funny, and it's even funnier that they're the ones to go up to the task. 

I did notice that on the 12th wave, the animals stopped spawning. I eventually figured out that it might have to do with the amount of items that were already dropped on the floor that I hadn't picked up. After I started picking a bunch of them up and consuming them all like crazed starving lunatic, animals started showing up again, so I was able to continue playing.

I did run into this odd glitch where I'd lose control of the game and the character would walk around and do things on their own, so I couldn't play after wave 14. 

However, I had a very pleasant experience with this game and I really liked the story and the characters. Pretty crazy that you guys actually put this prototype together in 5 days after having to pivot. It's a game with a lot of charm. Well done!

First thing I noticed was the lovely artstyle. It's adorable and has so much charm! It also reminds me a bit of Okami and Parappa, too. The way the camera moves reminds me of some old multiplayer games that played in a similar way. The character portraits are an awesome addition, even having different expressions, too!

The sound effects are very fitting and the music tracks are awesome, helping to create the lighthearted feeling of the game!

The characters and dialogue are really well written, too! Just from this small exposure to them, I could already tell some traits of each character. They each felt unique! I also like how the story progresses as you go through the waves! 

I enjoyed the attention to detail with the characters. Their portraits showing up when they get hit or do something cool. It just makes them feel a bit more alive and gives them a similar importance to that of the player.

The idea of using animals as cannon fodder is honestly really funny, and it's even funnier that they're the ones to go up to the task. 

I did notice that on the 12th wave, the animals stopped spawning. I eventually figured out that it might have to do with the amount of items that were already dropped on the floor that I hadn't picked up. After I started picking a bunch of them up and consuming them all like crazed starving lunatic, animals started showing up again, so I was able to continue playing.

I did run into this odd glitch where I'd lose control of the game and the character would walk around and do things on their own, so I couldn't play after wave 14. 

However, I had a very pleasant experience with this game and I really liked the story and the characters. Pretty crazy that you guys actually put this prototype together in 5 days after having to pivot. It's a game with a lot of charm. Well done!

Right off the bat, I really like the intro cutscene, and especially the concept of shouting out the spell to get a new weapon! It's something that I really enjoyed throughout my entire play session!

The enemies have enough different aspects in their moveset that makes each one of them feel unique. The same goes to their weapons, of which I separated one for lower enemies and one for harder enemies, like Clompus. 

One of my favorite unexpected inclusions was the Shopkeeper! It initially freaked me out and I thought it was a powerful enemy, but it was awesome discovering that I could get swords that were otherwise unobtainable. I even took the boss' sword to him and was delighted that there was a shopkeeper equivalent to that, too!

Speaking of the boss, it felt a bit hard to tell how big the boss' attack range was. It felt to me like his attack box was pretty big and would catch me by surprise a few times, so having some sort of visual indicator for his attack area would be nice!

Sadly, when I destroyed the final door and went through it, the screen went black and it got stuck in a black screen, playing the dungeon music. I was unable to see the actual ending cutscene. However, I still had a really fun time with the game and I really like the idea. 

Awesome game!

Right off the bat, I really like the intro cutscene, and especially the concept of shouting out the spell to get a new weapon! It's something that I really enjoyed throughout my entire play session!

The enemies have enough different aspects in their moveset that makes each one of them feel unique. The same goes to their weapons, of which I separated one for lower enemies and one for harder enemies, like Clompus. 

One of my favorite unexpected inclusions was the Shopkeeper! It initially freaked me out and I thought it was a powerful enemy, but it was awesome discovering that I could get swords that were otherwise unobtainable. I even took the boss' sword to him and was delighted that there was a shopkeeper equivalent to that, too!

Speaking of the boss, it felt a bit hard to tell how big the boss' attack range was. It felt to me like his attack box was pretty big and would catch me by surprise a few times, so having some sort of visual indicator for his attack area would be nice!

Sadly, when I destroyed the final door and went through it, the screen went black and it got stuck in a black screen, playing the dungeon music. I was unable to see the actual ending cutscene. However, I still had a really fun time with the game and I really like the idea. 

Awesome game!

First thing I noticed, I loved the little intro sequence, both of the transition of the logo into the screen, as well as the actual intro cutscene. The art is very nice and I like the music too! The variety in sound effects is also really appreciated and really puts you in the shoes of the sword.

I also appreciate the nice touch to make the sword more golden as you progress through the game. A very neat touch!

I did notice a few things that I think might be worth pointing out. The game crashed two times, both times when the sword was stabbing the floor. The music would keep playing, but the game screen would stay frozen and the controls would cease working. For reference, I'm using a regular Google Chrome to play the game.

Considering that this game has many separate levels with time leaderboards for each one, I'd suggest letting players pick any of the levels from the get go, so that they don't have to go through each level again to get to the level they last left off. Alternatively, you could make a system to save progress. Since the crash happened to me twice, I had to start the game from the beginning due to the level select having the levels locked until you beat them.

I'd also suggest making a system to keep the cursor in the middle. Throughout my play session, I had to keep repositioning the cursor to the center of the screen every time I'd go for a new throw, to make sure the throw would be accurate.

Another suggestion is to put the Pause menu to be brought up with 'P' key as well, so that people using fullscreen don't have to exit fullscreen with ESC first before being able to use ESC to pause the game.

Other than that, this game feels quite polished. The UI looks super nice, and the leaderboard system in game is simply awesome. I really like that you're able to see so many scores per stage as well. 

The level designs can be quite tricky and devilish as well. This was a nice challenge! I haven't finished it, but I'll do it some other day. I made it to level 9.

Really cool game!

First thing I noticed, I loved the little intro sequence, both of the transition of the logo into the screen, as well as the actual intro cutscene. The art is very nice and I like the music too! The variety in sound effects is also really appreciated and really puts you in the shoes of the sword.

I also appreciate the nice touch to make the sword more golden as you progress through the game. A very neat touch!

I did notice a few things that I think might be worth pointing out. The game crashed two times, both times when the sword was stabbing the floor. The music would keep playing, but the game screen would stay frozen and the controls would cease working. For reference, I'm using a regular Google Chrome to play the game.

Considering that this game has many separate levels with time leaderboards for each one, I'd suggest letting players pick any of the levels from the get go, so that they don't have to go through each level again to get to the level they last left off. Alternatively, you could make a system to save progress. Since the crash happened to me twice, I had to start the game from the beginning due to the level select having the levels locked until you beat them.

I'd also suggest making a system to keep the cursor in the middle. Throughout my play session, I had to keep repositioning the cursor to the center of the screen every time I'd go for a new throw, to make sure the throw would be accurate.

Another suggestion is to put the Pause menu to be brought up with 'P' key as well, so that people using fullscreen don't have to exit fullscreen with ESC first before being able to use ESC to pause the game.

Other than that, this game feels quite polished. The UI looks super nice, and the leaderboard system in game is simply awesome. I really like that you're able to see so many scores per stage as well. 

The level designs can be quite tricky and devilish as well. This was a nice challenge! I haven't finished it, but I'll do it some other day. I made it to level 9.

Really cool game!

What an awesome game. The art is really good, the shader effects elevate the visuals even more, and the trail and lighting effects of the Bioweapon just looks stunning!

The puzzles have a lot of depth to them, especially as you're halfway into the game. The game also surprised me by having a lot more levels to it than I originally expected! My favorite puzzle was probably the one with the rat and the guy, just because of how the solution to that one caught me off guard.

The sound effects are awesome. I especially love the one when you're bouncing around as the Bioweapon. There's something particularly satisfying about that one. 

Honestly, this is just a really impressive, very polished, well put together experience. I really liked playing it. Very well done!

What an awesome game. The art is really good, the shader effects elevate the visuals even more, and the trail and lighting effects of the Bioweapon just looks stunning!

The puzzles have a lot of depth to them, especially as you're halfway into the game. The game also surprised me by having a lot more levels to it than I originally expected! My favorite puzzle was probably the one with the rat and the guy, just because of how the solution to that one caught me off guard.

The sound effects are awesome. I especially love the one when you're bouncing around as the Bioweapon. There's something particularly satisfying about that one. 

Honestly, this is just a really impressive, very polished, well put together experience. I really liked playing it. Very well done!

On the title screen and I already really like the scrolling parallax background, the music and the logo! 

The music gives a lighthearted feeling to the game. Also, the graffiti on the buildings only speak the truth, I'm afraid...

The idea of you needing to do tricks to use certain abilities mid air is quite interesting. Going for beating the developer's best time showed me how fun and intricate this mechanic is. You really have to take advantage of it as much as possible to get through some of those best times!

The art of the game is very lovely and the sound effects are fitting. I was surprised with the many different ways you could tackle each level, and planning a proper route through them is key to getting a good time on each stage. I could definitely see this game raising more and more challenges by having more levels that would encourage exploring possible routes.

I really enjoyed this one, it was fun! Here's my total time!

On the title screen and I already really like the scrolling parallax background, the music and the logo! 

The music gives a lighthearted feeling to the game. Also, the graffiti on the buildings only speak the truth, I'm afraid...

The idea of you needing to do tricks to use certain abilities mid air is quite interesting. Going for beating the developer's best time showed me how fun and intricate this mechanic is. You really have to take advantage of it as much as possible to get through some of those best times!

The art of the game is very lovely and the sound effects are fitting. I was surprised with the many different ways you could tackle each level, and planning a proper route through them is key to getting a good time on each stage. I could definitely see this game raising more and more challenges by having more levels that would encourage exploring possible routes.

I really enjoyed this one, it was fun! Here's my total time!

(1 edit)

I absolutely love the logo and the sword's design. They both look very iconic! The art for the game is really well done, with special emphasis on the UI work. The UI design, the font chosen. It's just so well put together, consistent, and it compliments the aesthetics of the game perfectly! 

I also really love the animations you get when you confirm your layout. The music is perfect, being enjoyable whilst allowing you to think, and the sound effects are very satisfying. A standout for me was the victory SFX. That one felt especially satisfying!

It took a bit for me to understand how everything works, though the timer being paused when you're looking at the objective or the information guide is a godsend. Whilst I could've had the power go over the minimum amount required, I tried to match the numbers exactly as they appeared, which made the game a bit tougher. Because of the way I played, I ended up using things like supressors. 

It did get to a point where I didn't have to worry about energy costs, since I was able to accumulate a lot of them. I also ended up not using any of the connectors. I did have to start worrying more about the layout and space though, since the amount of Defense nodes required started to get higher.

A suggestion I have is to have some sort of training mode where the player can just experiment with the different components and the board without having a time limit or an objective. It'd be purely for experimentation and learning purposes!

I'm very impressed at the complexity and depth of this game. There's a lot to it and I can see many interesting challenges that can be possible with this. I made it to day 21 and had to expand the board to the maximum capacity. I enjoyed wiping some of the dust off of my brain with this. This is an awesome game!

(1 edit)

I absolutely love the logo and the sword's design. They both look very iconic! The art for the game is really well done, with special emphasis on the UI work. The UI design, the font chosen. It's just so well put together, consistent, and it compliments the aesthetics of the game perfectly! 

I also really love the animations you get when you confirm your layout. The music is perfect, being enjoyable whilst allowing you to think, and the sound effects are very satisfying. A standout for me was the victory SFX. That one felt especially satisfying!

It took a bit for me to understand how everything works, though the timer being paused when you're looking at the objective or the information guide is a godsend. Whilst I could've had the power go over the minimum amount required, I tried to match the numbers exactly as they appeared, which made the game a bit tougher. Because of the way I played, I ended up using things like supressors. 

It did get to a point where I didn't have to worry about energy costs, since I was able to accumulate a lot of them. I also ended up not using any of the connectors. I did have to start worrying more about the layout and space though, since the amount of Defense nodes required started to get higher.

A suggestion I have is to have some sort of training mode where the player can just experiment with the different components and the board without having a time limit or an objective. It'd be purely for experimentation and learning purposes!

I'm very impressed at the complexity and depth of this game. There's a lot to it and I can see many interesting challenges that can be possible with this. I made it to day 21 and had to expand the board to the maximum capacity. I enjoyed wiping some of the dust off of my brain with this. This is an awesome game!

This is a honor to us, to have someone do a walkthrough. We're developing an update for this game and it'd be awesome to have you play it when it comes out.

Thank you so much for this, seriously. 

Oh, that's a very good score! It puts your name in the leaderboards, hunter! 

Indeed, the arsenal of a dunt hucker must always be varied, for they should be prepared to face any situation. After all, dunt hucking can be an activity full of peril...

It's really heartwarming to know it gave you some sense of nostalgia, though. I'm very happy to know you enjoyed it (and to anyone who hasn't played Mythikal's game, what are you waiting for? It's quite heartwarming. Give it a shot😉).

Thank you so much for playing and leaving this comment. It means a lot to us!

I'm so glad you enjoyed it! When the update comes out, I think the leaderboards will be a lot more fun to go for (but quite harder to get high scores, I think...)

Dunt hucking has its fair share of derangedness. But we don't talk about that with our hunters. :)

Thank you for playing and leaving such a thoughtful comment. It truly means so much to us!

We're grateful to you for checking out the game in the first place! That already means a lot to us. 

Thank you so much!

You got a very good score! I just got a message from our agents that this score puts you in the leaderboards!

Thank you for playing the game and leaving some feedback, it means the world to us!

WOW! That's a planet-shattering high score. These ducks must be angry at you! This gives you a ticket to the leaderboard train!

Thank you for playing the game and getting such a good score, I'm really glad you had fun!

I'm so glad you had fun! And about the difficulty, I agree with you! We're absolutely going to make the game tougher on the post jam update.  It needs to pick up a bit!

Still, warms my heart you were able to have fun with it still. Thanks for playing!

Thank you so much for playing! We're glad you had fun dunt hucking. :)

Wow hunter, that's a really red field!

I'm glad you enjoyed it. Thank you for playing!

I like the intro of the game where you, the player, need to use the sword to take control of the knight.

The assets were very well implemented and animated. I also liked the grappling hook upgrade. Just something about having a functional grappling hook sounds cool!

One thing I noticed is that when I use space to close the dialog box, since it's also the button that opens the dialog box, it closes and reactivates it. It's as if the input is being registered for longer than it should in each action. 

I also noticed something else: the music! The music is very good, giving me a bit of a SNES game vibe and being very pleasant to listen to, whilst also enhancing a bit of the dungeon mood. The sound effects are also very fitting!

The dashing felt very satisfying, especially because it doesn't have a long cooldown. I just really like being able to dash very often, and I appreciate that you left that open for players! 

I also like that some of the enemies drop bombs on the floor. Caught me off guard in my second run!

This felt very good to play. It feels very polished! And have I said that I love being able to dash around?

Awesome game!

I like the intro of the game where you, the player, need to use the sword to take control of the knight.

The assets were very well implemented and animated. I also liked the grappling hook upgrade. Just something about having a functional grappling hook sounds cool!

One thing I noticed is that when I use space to close the dialog box, since it's also the button that opens the dialog box, it closes and reactivates it. It's as if the input is being registered for longer than it should in each action. 

I also noticed something else: the music! The music is very good, giving me a bit of a SNES game vibe and being very pleasant to listen to, whilst also enhancing a bit of the dungeon mood. The sound effects are also very fitting!

The dashing felt very satisfying, especially because it doesn't have a long cooldown. I just really like being able to dash very often, and I appreciate that you left that open for players! 

I also like that some of the enemies drop bombs on the floor. Caught me off guard in my second run!

This felt very good to play. It feels very polished! And have I said that I love being able to dash around?

Awesome game!

This peanut is one tough peanut...

The idea is super funny and I like the aspect of getting new powers whilst unlocking new areas! I did notice some odd things with the enemy behavior (which is already a cool thing you guys did for only 2 weeks). Here's what I've noticed:

- Enemies will spin around you according to your camera when you're too close to them, making it a bit difficult to kill them

- I've noticed that in rooms full of enemies, when you end up being at a higher height than usual, and especially if you group them up, they all start to shoot at the same time, making it really tough not to lose health

- Enemy projectiles can go through walls and hit you

The platforming sections were a lot tougher than I initially expected because of the  n u t  physics, but I felt was a nice challenge. I like how the super jump works a lot! Being able to use it in midair with no constraints can open some interesting platforming possibilities. 

I also really appreciate the variation in music! When it started playing, I was really able to put myself inside the shoes of a badass nut. It felt awesome.

Other than the enemy stuff mentioned, I had fun going in and out of battle and planning how I was going to take out enemies whilst trying to avoid damage as much as I could. I also really love the humor. Nice game!

This peanut is one tough peanut...

The idea is super funny and I like the aspect of getting new powers whilst unlocking new areas! I did notice some odd things with the enemy behavior (which is already a cool thing you guys did for only 2 weeks). Here's what I've noticed:

- Enemies will spin around you according to your camera when you're too close to them, making it a bit difficult to kill them

- I've noticed that in rooms full of enemies, when you end up being at a higher height than usual, and especially if you group them up, they all start to shoot at the same time, making it really tough not to lose health

- Enemy projectiles can go through walls and hit you

The platforming sections were a lot tougher than I initially expected because of the  n u t  physics, but I felt was a nice challenge. I like how the super jump works a lot! Being able to use it in midair with no constraints can open some interesting platforming possibilities. 

I also really appreciate the variation in music! When it started playing, I was really able to put myself inside the shoes of a badass nut. It felt awesome.

Other than the enemy stuff mentioned, I had fun going in and out of battle and planning how I was going to take out enemies whilst trying to avoid damage as much as I could. I also really love the humor. Nice game!

Love the different messages when hovering over the start button. The sound effects when enemies are destroyed is incredibly satisfying to listen to, especially when you kill a bunch of enemies at once. 

The upgrades are very straightforward and have actual weight, which makes getting an upgrade feel like an actual reward!

One of my favorite parts of the game was the sense of humor, which it is full of. It's a very charming game that plays really well and is simple to understand. This is a very strong first game. I like it!

Love the different messages when hovering over the start button. The sound effects when enemies are destroyed is incredibly satisfying to listen to, especially when you kill a bunch of enemies at once. 

The upgrades are very straightforward and have actual weight, which makes getting an upgrade feel like an actual reward!

One of my favorite parts of the game was the sense of humor, which it is full of. It's a very charming game that plays really well and is simple to understand. This is a very strong first game. I like it!

First thing I noticed was the spinning sprites in the title screen background. It looks super cool. The cutscene in the start was awesome! Really liked that.

I like it a lot that you can become super powerful by eventually gathering as many powerups as you can get a hold of. Discovering where some of the obstacles were coming from was a sick moment for me! I got some massive Isaac vibes from this, and getting to the end of the game really solidified that for me.

I did notice that the enemies have a bit of an agressive lunge that can get you from quite far away, and it can be a bit hard to predict. Some sort of visual effect or animation to help anticipate a bit what's gonna happen could help with that!

The gameplay itself is quite fluid, but the shooting control scheme took some time to get used to. A suggestion would be to let the player control the shooting through the mouse!

I really liked the story and the message of the game. It was a cool moment when I got to the boss and understood a bit of what was happening. The music is absolutely stellar, and the credits song was an unexpected but very welcomed surprise. It helped to cement the hopeful spirit of the game.

This is really good, especially for a first game. You guys rocked!

First thing I noticed was the spinning sprites in the title screen background. It looks super cool. The cutscene in the start was awesome! Really liked that.

I like it a lot that you can become super powerful by eventually gathering as many powerups as you can get a hold of. Discovering where some of the obstacles were coming from was a sick moment for me! I got some massive Isaac vibes from this, and getting to the end of the game really solidified that for me.

I did notice that the enemies have a bit of an agressive lunge that can get you from quite far away, and it can be a bit hard to predict. Some sort of visual effect or animation to help anticipate a bit what's gonna happen could help with that!

The gameplay itself is quite fluid, but the shooting control scheme took some time to get used to. A suggestion would be to let the player control the shooting through the mouse!

I really liked the story and the message of the game. It was a cool moment when I got to the boss and understood a bit of what was happening. The music is absolutely stellar, and the credits song was an unexpected but very welcomed surprise. It helped to cement the hopeful spirit of the game.

This is really good, especially for a first game. You guys rocked!

Title screen really sets up the mood. Awesome music, and I like the floating person on the left. The music during gameplay is also quite good, and the sound effects are also very fitting to each spell and are satisfying to listen to.

The game has really REALLY cool art, from beginning to end. The assets have a very impressive amount of detail to them and are quite refined. This also extends to the enemies and especially to the visual effects of the different spells you unlock.

My only suggestion is to make the movement speed a little higher, to make moving around a bit more dynamic. Other than that, there's some really cool stuff in this and it'll be interesting to see what you guys make in the future.

Keep making stuff!

Title screen really sets up the mood. Awesome music, and I like the floating person on the left. The music during gameplay is also quite good, and the sound effects are also very fitting to each spell and are satisfying to listen to.

The game has really REALLY cool art, from beginning to end. The assets have a very impressive amount of detail to them and are quite refined. This also extends to the enemies and especially to the visual effects of the different spells you unlock.

My only suggestion is to make the movement speed a little higher, to make moving around a bit more dynamic. Other than that, there's some really cool stuff in this and it'll be interesting to see what you guys make in the future.

Keep making stuff!

There's a lot I really like about this. The menus are SUPER well done, with great transitions and cool scrolling text. The music is very good and the sound effects are satisfying to listen to!.

The graphics were smartly done in a way that you can always make out the most important stuff on screen, which is super important for a bullet hell-esque game like this. 

The tutorial is very clear and the gameplay is super addicting. The dashing is really satisfying to use, both to propel yourself forward or to get an instant turn back, and the invencibility it provides certainly helps. Also, the bullet the enemy shot getting dissolved as the enemy dies is a very nice and appreciated touch.

The game is hard enough to be tricky, but not hard in a way that's rage inducing. It's a very tightly polished experience. I really enjoyed it!

There's a lot I really like about this. The menus are SUPER well done, with great transitions and cool scrolling text. The music is very good and the sound effects are satisfying to listen to!.

The graphics were smartly done in a way that you can always make out the most important stuff on screen, which is super important for a bullet hell-esque game like this. 

The tutorial is very clear and the gameplay is super addicting. The dashing is really satisfying to use, both to propel yourself forward or to get an instant turn back, and the invencibility it provides certainly helps. Also, the bullet the enemy shot getting dissolved as the enemy dies is a very nice and appreciated touch.

The game is hard enough to be tricky, but not hard in a way that's rage inducing. It's a very tightly polished experience. I really enjoyed it!

Yhank TOU for dunt hucking!

Indeed, the difficulty scaling isn't quite good enough yet. We felt a bit hesitant on the possibility of making it too hard, but ended up falling into the other side. We got changes planned to remedy that, though!

I hope you managed to get some enjoyment out of it, though. Thank you so much for playing the game, and especially for you feedback! It's really appreciated!

Attention: dunt hucking can cause many side effects. Hunter's discretion is advised.

And yes, I agree with you! The difficulty progression right now isn't quite good enough, so we've got a couple of tweaks for the next update that should make the game a bit tougher and more exciting. 

We really do appreciate the feedback, though. Thank you for the feedback and for playing the game!