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(+6)

Love the premise of this. That opening cutscene was both hilarious and pretty scary

The audio though, absolute perfection. Gave me a sense of unease for the destruction that was being caused and the smash effects felt damn good. The visuals as a whole were amazing as well.  I loved seeing the different phase of the moon so to speak.

Like everyone else, I felt like things about how the actual mechanics of the game worked could've been communicated better. But along with that, I felt like the actual implementation and execution of the mechanics could've been better.

For instance, I think having to collect the pieces of the earth you broke off of it to make yourself grow more, but also shield yourself from rockets and bullets is a pretty cool example of dual-purpose design, but giving the player only 1 HP is unnecessarily punishing, especially when you're definitely going to end up in situations where you can't move much and there's tons of bullets and rockets coming at you. I think it would be better if the player had 3 HP just to prevent frustration, or the fire rate of the towers that spawn bullets could be reduce a little, just to give a player more space to actually move.

Similiarly, I also love how slamming the earth makes waves which you can use to shield yourself and also take out turrets. But the problem here is that I'm still not sure how to actually create them. In this regard, you could probably have the player hold the slam button to charge a slam and then release to slam. This way, depending how long the player holds the button, you can spawn waves of different sizes that also travel different distances or something ( eg : If a player just taps the button, a decent sized wave is spawned that just travels only a little and then dissipates. Whereas if they hold it long enough and then release, they create the largest possible wave which travels a long distance ). This would also allow them to be able to dodge, since they'd be controlling when exactly they'd slam as well. I say this because the player character really needs more control on his mobility.

All that said, I think you guys still managed to make a good game here none the less. Kudos to the entire team