Scarlet Shift is a lot of fun! My personal best is 35 rounds. I am curious if the game has an ending? I've been trying to go as far as I can to see if there is one.
I've survived up to 30 waves, with my second highest score being 28 waves. fun game, i enjoy how fast paced it is and how quickly the upgrade screen moves so that i can spend more time in what's fun.
As I played I noticed that the blood penalty for completing a dash is heavily felt, especially in the earlier rounds where there are less blood pickups per wave. As a result, I found it best to generate as much blood as possible (killing enemies and spawning more) before a dash is necessitated due to my blood running out; This way I could offset the amount of blood I lost by dashing with (hopefully) the large amount of blood gained by dashing. For me, this meant minimizing dashing as much as possible in the earlier rounds, until about round 10 or so at which point I could more actively enjoy the process of shooting and dashing into blood pick-ups.
At around the beginning of round 26 and onward, I feel that the beginning of the round is the most difficult, before leveling off as the round continues. The blood bar depleting at the start of a round, even before enemies spawn, combined with the already rapid depletion of the blood-bar in higher rounds creates a spike in difficulty simply because there's less blood to manage before the player can take any meaningful action to offset that depletion. This spike in difficulty balances out as the round continues however, due to the amount of blood pick-ups which linger in-between spawns of enemies and from the upgrade 'More Blood Drops'.
I had a lot of fun playing this for the hour that I did, and I especially enjoyed the sound effects and music!
Great little game. Your visual and audio work is still as crunchy and amazing as ever
That said, I think the way health works in this game is a little too unfair imo. Maybe I'm missing something, but you're pretty much at low health in a matter of seconds both from the health decreasing, but also from movement.
I'm guessing this was done to incentivise not moving much and to make your shots count, but when you add your health decreasing in general as well, it starts leaning into being a losing battle. ( If that's what you were going for, then I'd say it's still fun )
Really, I think the best way to balance all of this is to just give the player a little more health when they collect orbs. All that said though, this is still an amazingly polished game for something made in under 36 hours. Great job as always milkman
Super CRUNCHY graphics with audio and SFX that match perfectly. The gameplay loop is addictive and fun!!! Easily one of the best jam games I've ever played. Would be nice to have an explanation of the UI / meters in the bottom of the screen :)
indeed, I only figured out that the numbers are the current ammo and the big red bar is your health, the little one or the square I have no clue, but I think one of them might be wave remaining time
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so juicy very good
Is it endless or is there a boss?
endless
Excellent !!!
Scarlet Shift is a lot of fun! My personal best is 35 rounds. I am curious if the game has an ending? I've been trying to go as far as I can to see if there is one.

Very solid aesthetic, great mechanic.
I've survived up to 30 waves, with my second highest score being 28 waves. fun game, i enjoy how fast paced it is and how quickly the upgrade screen moves so that i can spend more time in what's fun.
As I played I noticed that the blood penalty for completing a dash is heavily felt, especially in the earlier rounds where there are less blood pickups per wave. As a result, I found it best to generate as much blood as possible (killing enemies and spawning more) before a dash is necessitated due to my blood running out; This way I could offset the amount of blood I lost by dashing with (hopefully) the large amount of blood gained by dashing. For me, this meant minimizing dashing as much as possible in the earlier rounds, until about round 10 or so at which point I could more actively enjoy the process of shooting and dashing into blood pick-ups.
At around the beginning of round 26 and onward, I feel that the beginning of the round is the most difficult, before leveling off as the round continues.
The blood bar depleting at the start of a round, even before enemies spawn, combined with the already rapid depletion of the blood-bar in higher rounds creates a spike in difficulty simply because there's less blood to manage before the player can take any meaningful action to offset that depletion.
This spike in difficulty balances out as the round continues however, due to the amount of blood pick-ups which linger in-between spawns of enemies and from the upgrade 'More Blood Drops'.
I had a lot of fun playing this for the hour that I did, and I especially enjoyed the sound effects and music!
really fun
ممتعة جدا لكن صعبة اصنع جزء ثانى
Wow, this is incredibly fun. I was hooked immediately! Simple, elegant, efficient in every aspect.
Cool game, but am i supposed to be moving with wasd or smthn lol ':D If I am, its not working rn
Right click to charge your boost! Releasing will boost you in the direction of your mouse! Thats the only way to move
ah ok tysm! I also rlly enjoyed your other game ʘ!
Managed to survive 4 rounds so far
Great little game. Your visual and audio work is still as crunchy and amazing as ever
That said, I think the way health works in this game is a little too unfair imo. Maybe I'm missing something, but you're pretty much at low health in a matter of seconds both from the health decreasing, but also from movement.
I'm guessing this was done to incentivise not moving much and to make your shots count, but when you add your health decreasing in general as well, it starts leaning into being a losing battle. ( If that's what you were going for, then I'd say it's still fun )
Really, I think the best way to balance all of this is to just give the player a little more health when they collect orbs. All that said though, this is still an amazingly polished game for something made in under 36 hours. Great job as always milkman
very nice, it is a shame to loose when the game looses mouse focus, but it is really fun and enchanting
very good
fun but so difficult
This game very juice! but I don't understand why I was dead...
Never mind Now I undertand
Super CRUNCHY graphics with audio and SFX that match perfectly. The gameplay loop is addictive and fun!!! Easily one of the best jam games I've ever played. Would be nice to have an explanation of the UI / meters in the bottom of the screen :)
indeed, I only figured out that the numbers are the current ammo and the big red bar is your health, the little one or the square I have no clue, but I think one of them might be wave remaining time