Reviews from

in the past


bullt hell game. i forgot if this game was good but it was probably aight

i really like the world and character designs! its fun to turn your brain off during

tons of fun to everyone that loves bullet hells

ABSOLUTE KINO

The unique mechanic of attacking to the rhythm reminds me of Crypt of the Necrodancer which I absolutely love. Also the dialogue, characters, levels and references were very cute and charming> A surprisingly fun little game

Good fun little game, I love touhou references.


Interesting ideas, the MC's colorblindness influencing the game's use of color was smart. Gameplay systems are...something as fun as zipping around is, you kinda just zip through the stages since the focus is bosses. I forget all of them but the meme Yuuto Ichika which was just remembered because they put the meme character in their game.

Neat for a dollar but has obvious issues. 24fps, annoying sounds and some cringe writing are the first to come to mind.

giving this one an extra half star just because it's the first game i've played that has a colorblind protagonist

(the mechanics are also actually pretty fun. "bullet hell with rhythm game mechanics" seems like such a natural combination that playing it made me question why the idea hadn't already been done sooner. don't let the trailer turn you off--this is a case where it's much better than it seems at first glance, and while the writing and story is very shitposty it's still enjoyable for what it is and does have some genuinely funny moments)

Short game, lot of fun. Literally a dollar, so it's worth buying.
Gameplay Rating: 9/10
It feels unpolished in a way, but it's charming in that way because it allows you to experiment with the game's systems and, more importantly, speedrun the everloving shit out of the game.
Story Rating: 7/10
Story's not the strongest suit of this game, it's comedy, and it does good on that. Overall, it's fine. Nothing egregious.
Colorblind Test: S
The protagonist is colorblind like me. I feel so seen.

Honestly i loved this game a lot, specially the characters.

One of the first projects I worked on, learned a lot and met some really good people in the process. So much energy and passion was going around, it's a feeling you can only get when working on a small game like this with an even smaller team. It's hard for me to not be sentimental about it and look at this game objectively, I'll always love the game but seeing the reviews here tell me it's not for everyone lol.

Whether you enjoyed it or not, thanks for playing Super Ledgehop and taking a chance on a random indie game, when you could've bought a McChicken.

a very charming little game, would recommend

A short, fun game.
For this review I'll just talk about the shine mechanic. The way I see it, it does 3 things: reflect bullets, absorb bullets (giving you special ammo types), and movement. Each of these actions shares one button and one meter. But reflecting bullets is almost never better than absorbing them, so it's kind of a useless option. Absorbing the bullets uses more meter, but it gives you ammo that's much more powerful and fun to use than the infinite default ammo. My main problem is the movement from shine sharing a meter with the reflection/absorption: The fastest way to move is to spam shine until you're out of meter, and keep spamming it when you're out so you don't gain it back.
When replaying a game, I usually like to try to complete it quickly using my knowledge from previous playthroughs, but doing so in SLDL means i rarely use the absorption ability. The movement itself is fun, but it doesn't feel very dynamic (except for when using the ice bullets, that shit is goated).
It's absolutely worth it for a dollar though, it's a really neat little game with great boss fights and a surprisingly fun story, despite (or maybe because of) how its presented. I didn't really care for Yuuto Ichika mode or the arena mode but they're neat additions.
Looking forward to more from this developer.

It's a good game with a lot of good ideas, but I have a few hang-ups about it. For the price it is, it's worth it, but the problems regularly rear their heads.
What you have is a bullet hell-styled top-down shooting action game. You progress through levels and then encounter a boss at the end and midpoint of each level. The levels themselves are mostly just mechanisms to deliver encounters with enemies, and the enemies are mostly there to introduce and acclimate you to mechanics and concepts that will be put to the test in the bosses. Not to say that the levels are trivial, there's just not that many particularly memorable encounters outside the bosses; a special attack will handle most types of enemies after you've farmed enough ammo off of them. It's fun though, and the reflect, absorb, and dash abilities let you weave through and take advantage of enemy bullet patterns and feel like an expert doing it. The story is silly, but takes itself seriously enough that I was still compelled by the various idiosyncrasies of the characters. The music is very good, and I didn't find myself getting tired of any of the songs.
There are a couple problems though.
1. Hold inputs. By default, tapping right click does a reflect shine, and holding it activates absorb bullets. Both of these moves are suited to somewhat different situations (for example, it'd be nearly pointless to reflect bullets that aren't going to bounce back to hit an enemy, like those from a fragmenting grenade) and take up different amounts of meter, so it's frustrating that the input for each isn't more distinct. When you start the game, go into the options and change the absorb input from hold to hold and release; this fixes the problem. It does not fix the same problem for the spacebar's tap to dash, hold to do a meter-draining special move problem. The special move is useful in certain situations, but when the meter it drains is empty, you can no longer do the dash. The difference between the two inputs is so small, I suspect the dash might actually be a glitch entirely (as it's a very useful move, but isn't mentioned in the tutorial).
2. Meter placement. In a top-down shooting game like this, I find most of my time is spent looking at the player character and the area directly around the player character. Unfortunately, all the important meters for health, magic, shine, and ammo are at the bottom right corner of the screen, and are very small, and the same color as most environments, making them very difficult to evaluate at a glance. Audio indicators for low health and text pop-ups indicating low shine can be helpful, but often the text pop-ups obscure incoming bullets, and only appear when you're trying to activate a shine move anyway, so by then it's too late. This is also a problem with the rhythm bar at the top of the screen (which, as a sidenote, is a system that, while very necessary to success, feels a little tacked on somehow. Perhaps because the bar is so indistinct among the rest of the game).
3. No controller support. This isn't a large issue, but it might certainly be a problem for a few users.
Despite these problems and a few minor glitches, I still recommend the game. I don't think the issues it has drag it too far down once you learn to work around them, and I think the ideas it brings to the table are more than worth the price of admission.

Very charming game with great ideas and nearly flawless execution. Theres definitely a learning curve but once you finally feel the rhythm then the game becomes really fun and exciting. Its short, but still a great experience. It recently got a new update that upgrades visual and music I think, along with a new playable character Yuuto Ichika. Haven't tried it yet but I still think this game is worth checking out.

A good example of what happens when you layer too many mechanics on top of each-other without enough refinement or cohesion. It's fine, but it's so much that it actually just becomes unmemorable.