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(+2)

Thanks for playing! 

We initially had 60 second rounds but it felt a bit too quick in testing so I changed it to 120 seconds towards the end. Unfortunately, didn't have much time to test how that round length felt, I do agree that it ended up being a bit too long. Rotation speed could definitely have been looked into too. My initial issue was that the ship would spin too fast when it was lightweight, making it hard to control. Lowering the rotation strength fixed that but it had the downside of making heavy ships hard to turn. This is somewhat addressed by being able to strafe and aim laser turrets and missiles later on so you don't need to turn as much, but it does leave an awkward midpoint where you're too heavy to turn but only have the regular guns available. This game could certainly use a bit of rebalancing of many of the physics values.

(1 edit) (+3)

I wanted to emphasize that technically it's very impressive:
- Ship builder!
- Ship body system that supports both player and enemy ships!!
- 2.5d game with huge environment and good performance!!!

It also makes me happy that it's made with Godot

(+2)

Thanks! I'm honestly surprised myself that we manged to get this much done, especially since this was our first game using Godot, having done all of our previous games in Unity. It was a fun process though, Godot is a really nice engine.