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(+2)

Perfectly paced tutorial. Like, seriously zero notes there I felt like the moment I equipped a thruster and started moving and then you just let go of my hand and let me shoot stuff was bang on.


Only critique i have is UX, would love to see more highlighting, object snapping, and juice across the board, but I imagine the limit there was time. Cool game, singular in its goals, bloat free, plays well.

i also LOVE LOVE LOVE the way the shield mechanic works. Just great. Innovative to be honest.

Wow, thanks! 🥳 I was thinking when the average person is probably going to play the game for 5 minutes starting out with a well flowing tutorial means a lot.

You are correct, there was no time to add juice, or much quality of life stuff. 😅

The shield bubble is inspired by "FTL: Faster Than Light", so not entirely original. It was the first thing that came to mind. :)

I'm curious, did you find the game difficult? How far did you get?

The shield and tutorial is all Paul’s work!

UX is me, I spent much more time on learning tilemap to build the ship than tweeking the UI. I wanted to add price and shortcuts directly on the button, sounds when you build or destroy a hull piece or an ennemy, but time flew yeah D=

FEEL THAT

I still don't have a clue how one might treat a gameobject like a tile or the other way around, sure it's fairly simply once you know it but it's the knowing that takes many.. many many hours

You can create custom data for tiles but it’s not meant to change, if you do it will change to every single tile that is like this one. Each individual tile you draw doesn’t have its own data, it refers to the data of its “type”.

Helpful to identify if the tile is dirt, grass, water, and then do thing around this with code. Not useful to have health that goes up and down directly using the data.

At first I used a dictionary like {Vector2i(coordonates): Object_with_data} to store all the informations, so I could damage, repair, etc and the collision was done by the tilemap as usual. But after the jam actually refactored the whole system, when I place a tile it spawns a node that has a collision, sprite, code… It’s better to manage the collision since our ship is moving ^^’