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It took a few tries to figure out that holding the mouse button stops the wave and your score is not the blocks you avoid but the sine waves you complete.

I dunno, I'm not into memoryless skirmish mobile games at all, but 

I associate sine waves with color frequencies, so maybe give the past wave a color. 

Varying the width (bandwidth) could also give some variation.

Every  10 blocks avoided gives you a bomb.  Otherwise it's for a target audience that always wants the same.

Hey Kosterix,

Thanks for playing the game and your feedback. I'm currently remaking the game from scratch, since I lost the source files and hadn't kept any backup ( I was an idiot ). I'll definitely try adding colors to the wave trails.

You're right, the core mechanics aren't really that intuitive. Perhaps I should add a small tutorial in the beginning of the game.

I'm also experimenting with more mechanics, like collectibles and stuff. Your idea of adding a reward for a certain number of blocks avoided is good. I'll look into it.

Thank you once again for your time and feedback.

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lol we live and learn.

it's actually common practice in IT to throw away prototypes. The idea being that you are not tempted to stick with the old, obsolete design, and green field is more attractive.

Intermezzos after 25 50 100 250 500 1000 drop a little intermezzo piece of lore, give the sine wave a name and a purpose (find a soul mate perhaps)

Thanks. Didn't think of giving much character to the wave itself. Might look into it.