Comments

Log in with itch.io to leave a comment.

I like the idea of turning a simple flick-puck mechanic into a roguelite, especially chaining wall bounces to clear rooms in fewer shots.

How did u approach designing the upgrades to keep each run feeling different?

The game is easier than I suspected, even after dozens of rooms I’m not losing much health. But the progression is pretty satisfying, and I enjoyed the variety of enemies and power-up! Bouncing stuff with screen-shake and escalating SFX never fail to bring a fun time.

Thanks for playing. Yeah i think my last minute tweaks made it too easy...