On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

The concept of going to different planets is really interesting and the way it's done has the scope of that concept without requiring excess in terms of presenting that scope. I quite enjoyed the idea of the game, but I actually would've preferred if maybe the entire game was contextualized through the ship, because that felt more immersive and dynamic to me than the actual combat sections  in the planets .The actual gameplay within the planets didn't really have much impact in terms of player control in my opinion. 

Huuugeee props for getting in mobile control though, this game honestly felt like it played more naturally on mobile

(+1)

yea it was designed for mobile as a concept, and i do feel the keyboard/gamepad is inverted for controller “fun-ability” for lack of a better word. Though i do feel it feels better on gamepad if that is an option. There was an additional “attack” input in this style that I got rid of because of wanting to keep the mobile/desktop the same kind of game, but considering adding back the “player attack input mechanic” in the planet scenes. There are more “metroidvania” building mechanics with the powerups that are connected with the robot in the brown planet also that i think will make this game idea more complete in this way

(+1)

if i could do everything with this idea as I hoped it would be to make it more meta/contexualized through “the ship” or alpha-omega  as the game progressed as a deeper level to the concept

(1 edit) (+1)

the idea of “Time” as the theme was to start with old style arcade style and build it into new-age metroidvania of 21st century as the game went on