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(+1)

I like the idea, though the game doesn't feel "fair" as it is now. I think my main issue is with the spaceship's "blindspots", where the lasers can't hit. Moving changes this, but not enough to, for example, attack asteroids coming from the side. 

A minor issue I had was with the thrusters; it's hard to tell if they've been turned on since the particles take a little bit to come out; in this game you don't want to have to waste time verifying that your input was correct, so this is more noticeable. 

I really like the idea of having the blue scout areas! The zoom in/out effects when there are really nice.

In terms of art, I think the main issue is with the inconsistent artstyles; though finding similar artstyles for various elements in opengameart or similar can be a challenge on its own. I'm also very biased towards audio, so I always recommend finding some music and sfx!

Still, it seems like both of you worked on the coding/design? There seems to be a well shared vision, which means there's some impressive teamwork behind the scenes; great work!

(+1)

Thank you for your extensive feedback, we really appreciate it. This was our first game and we had little to no experience with Godot. Finishing something was our main goal and we're incredibly happy we managed to do that. We started with some premade art and then we talked about switching to a more abstract Geometry-Wars-like design as it seemed more doable (that's why the asteroids are hollow). However, in the end we weren't able to finish with a consistent look. 😅

The thrusters are indeed a problem, since their animation stops once they are out of the screen. I actually love that the lasers have fixed positions, as it forces you to move the ship, but I would say that movement options are bad, as the ship moves very slowly and it doesn't turn (unlike your game's ship 😄).

We really enjoyed the jam and we're enjoying all the feedback for sure. Thank you for playing!