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(+1)

Cool idea and fun to play. The controls feel very smoth and the game is overall polished. 

There does seem to be a 'cheesy' tactic that might need to be addressed in some way. You can find a relatively still asteroid near the drill and pull it in VERY slightly. After it starts moving, go to the side or above it and just start scaling it up. Since it's slow, once it hits the drill and breaks up, the smaller parts are also slow so you have time to increase their size a lot before they hit the drill(in which case I think they again spawn more small parts?). I think it would be better if the asteroid was sold as a whole once it reached the drill.

Thank you for the nice comments and the feedback!
The tactic you're describing is definitely something that was on our radar as we were developing the game. Our earlier build had the asteroids be sold entirely, but the feedback we got was that it was really jarring to have massive asteroids just pop out of existence; having them be broken up into tiny chunks which get ground up one by one felt a lot more satisfying.

Ultimately we decided on the current system, because whilst it might enable some cheesy tactics, those were still a lot more fun to discover and master. In a more fleshed out version of the game, we'd definitely try to address the issue in a way that still keeps the grinding effect.