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Excellent analysis Nekkoo! If I hadn’t run out of time, this would have been the plan.  

Everything you mentioned turned out this way due to time constraints—my original plan was different. What you described is pretty much what I had in mind, and even more.  

Unfortunately, this is more of a “submit it quickly before the deadline” version, but this wasn’t how I initially planned it.  

Thank you for stopping by and checking out my game! Maybe all the missing elements will come in a future update or in some other form.  

Wishing you all the best! :)

(+1)

In that perspective, this is another feedback, the player movement is really dynamic, alongside with the maniability to aim with the mouse (tho i didn't know at first i can use the mouse because i didn't read, that is how i beated the first boss, which means, it is well made), is there any lifesteal or player regen? When i was low hp i do damage and it goes back to 100%, plus, luring the boss in the corner and trying many strategies is really satisfying even if it fails, and the asteroids doesn't make the fight unfair, in the contrary it keeps the player focused because the real danger is not the boss itself, it is the asteroids nearby that can damage you and kill you if you are low hp, tho all bosses are technically the same, the feel different with their hp and shield and behavior and speed and damage, it is not boring at all, my only issue is the arena, the arena is too small for a big boss like the final boss, it was frustrating to beat and i died a lot because the arena was too small.
Overall, it was a fun and satisfying game to play, and the boss doesn't feel too tanky nor too weak.
Good job, keep up the good work.

Thank you so much for rephrasing your thoughts in a new way—that's really kind of you! And I truly appreciate that you took the time to do so. Thank you for the kind wishes, and I wish you the same! 😊