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(+1)

Cute zerglings and hydralisks :D

It took me a while to get what I was supposed to do, but it was fun when I figured! I still didn't quite get the difference in weapons, and having some more feedback from the game would be cool. But it was either way!

And great aesthetics overall!

(+1)

Hey thanks for playing and thanks for noticing the reference material! ;)

The idea is each armament has different projectile systems to them, recoil, fire rates, screen shake values and damage numbers. I'd like to make these more distinct in the future but was hoping they were distinct enough to give a high level view for players. For example, the melee is a one hit kill, but you have to get close to them, good for rushing in and dealing with the melee enemies. While the missiles shoot three projectiles, good for a group in a line. Then of course the orbital laser is a ranged AoE one shot so it's good for a mob of enemies or taking out a group of ranged targets in one blow.

I'm interested in what you're saying about having more feedback from the game. Can you describe what you would expect/could be missing? 

Feedback  - I meant on actions. Like damage dealt, etc. Or time until the enemies come. Or hints that you need to activate the miner after you call it. With the last one - there was a hint when I came closer, but after I called it - I just went off to find some other crystals, made a few turns, and only then figured that maybe I should do something with the miner.

That said - for Jams that's a hard thing to do, a lot of micro-work, with not much time for that, so I totally get it :)

ahhh that makes sense. Good feedback! Yeah I wanted the spawn timer for enemies when extracting and excavating to be hidden. Makes sense.