GAMbIT Magazine #28 Sep-Oct 2017 | Page 39

They only take one hit to kill, and can only damage through contact, but they frequently attack in clusters. It’s very easy to get tunnel vision going and not notice one in the explosion effects. And that’s a problem, since three hits and you lose a life. And you only get two of those a level. It starts you back from the beginning of the phase but using them is best avoided. The levels are different from what you commonly see in the genre, in that they’re small and looping. You can only face two directions anyway, though you have full  range of motion laterally. Still, the game really feels like it’s meant to be a twin stick shooter like Vertex Pop’s previous game WE ARE DOOMED. An about face is a single button press away, but you just fell like you ought to be able to fire on the Y axis as well. But, since missiles can be directed on continuous fire, I suppose that would lessen their niche. Graphics are bright and colorful. Almost too much so. The first world is very fuchsia, and in that  sense, bright. Many of the enemies are as well. Things are a little simplistic in form, but that’s okay. It’s clear where all of the effort went. The sound is alright. There’s certainly nothing wrong about it. Sound effects are good enough, and the synth soundtrack is pretty good. Nothing, however, really stands out in my mind. Though that may be because my focus was on the game itself. Overall, Graceful Explosion Machine is easily top of the heap when it comes to indie shmups. It offers a good challenge without feeling unfair, as well as a host of ways to deal with enemies. I can definitely give it my recommendation without fear.   -B. Simmons  39 GAMBIT | SEPT/OCT | 2017