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Wow, you must have really good aim, very well done and congratulations!

Thanks for the detailed write-up, it was amusing to read through a player’s perspective and it’s really useful feedback for me!

What’s that number in the top right? Is that lives?

Yeah I know these numbers aren’t obvious at all, unless you pay attention to them for a few rounds. I’m thinking of some kind of UI design with an icon that would clarify what they mean.

more, shorter waves—ramping up in number more slowly

Right now they double every round, which is okay for the first few, but you’re right, it turns into a swarm pretty fast. I’ve balanced it out a bit by making them start out spread further apart / further away when there’s more of them, otherwise they all arrive at once and you have no chance. I’ll still tweak the difficulty factors in future iterations, so if you have suggestions for how it should increase that’d be nice. Currently it’s exponential, each wave has 5*2^(n-1) meteors, where n is the wave number you’re at.

Also I still don’t understand the missed-shot cooldown.

It’s kind of against spam clicking. It’s a penalty for missing a shot, so your “New strategy: don’t miss.” was spot on, you must not miss a shot in this game. I can’t put a cooldown on every shot you take because sometimes there’s just a lot of meteors and you have to click fast. But if you miss one because you didn’t take time to aim properly then there’s a 1 second cooldown. I tried to visualise it in the game such that when you miss a shot then the explosion happens on the turret on the moon instead of where the crosshair is, as if the miss caused the laser to backfire. In future iterations I’ll add a visual cooldown like a progress bar or something to make it easier for players than trying to read the text during the action.

Thanks for taking the time to play so far through and thanks for the detailed feedback! 😊