I really liked the create-a-custom-ship-from-your-enemies idea! There were enough unique ship ideas too that it didn't just feel like adding yet another attack onto my ship. One memorable moment was when I had a long "limb" of the ram enemies that I could swing around like an axe to wreck ships. I did have some performance issues towards the end of stage 2. I also like the random chaos of adding in new parts (and how it doesn't break the flow of the game)... but, in stage 2 in particular, I feel like I was too unwieldy to really make choices? (e.g., decide between focused fire or cover all angles, go for different "builds"). I do quite like the art: it's vibrant but not too in your face and captures that nice retro asteroids/galaga vibe.
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:) Thanks! You win the prize for best in-depth comment!
That’s a really good point about eventually becoming so unwieldy that you aren’t really making choices about your build. Part of our motivation was definitely to lean-in to the chaos of too many things happening on screen. But I think with our periodic level-up mechanic, we should be able to balance this to have the best of both worlds–toward the beginning of a growth level you should be able to build with intent and produce varying builds and play styles, but by the end of a growth level you get the too-much-going-on madness, then you level-up and repeat the cycle. If we extend this game post-jam, I’ll keep that balance in mind!