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Good job! I think you've got a pretty good base here, I especially like the player emerging from the bigger ship, but there are a few simple yet glaring issues. I do see that this is already marked as a v2, so if you're aware of these issues just ignore me lol.

So, colliding with an asteroid seems to just be a physics collision, making the ship spin around and get pushed back, but ultimately not triggering any definitive death state. This means the only obvious loss for the player is being pushed out of the screen, but sometimes the collisions seem to push the player either towards or away from the camera in 3D space, leading to the player missing any further asteroids as they are technically behind them, making it impossible to "lose" the game.

Also, you have nothing bounding the player to the screen vertically upwards, meaning they can just fly off forever upwards until the game crashes, which happens pretty quickly, and at the bottom you seem to have a collider that does actually "kill" the player in as much as you can't control them anymore, but then they float upwards again leading quickly to another crash. An interesting thing to note is that if the player has spun in front of the intended plane as outlined above, neither of these behaviours occur, so I assume you have attempted to add the appropriate colliders to the top and bottom of the screen, but they aren't working as intended.

Sorry for the big wall of text, I really do think you have the start of a really nice little game here, it just needs that extra bit of play testing and polish.

Don't apologise for the wall of text, it's all really valuable feedback. The game should actually close itself 3 seconds after a collision with an asteroid or top/bottom bound (there is a top one, I promise! it's just a little too high).

I never actually thought about resetting the game on collision. I might have to work out how to implement that going forward!

Thanks for your feedback <3