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I understand.  Maybe I lost my point in my rambling.   I think because the game is so very easy, you missed the real ´gameplay´ which was meant to be frantically  avoiding asteroids in an asteroid belt that is becoming more chaotic as time goes on because you are sending stuff flying each time you blast an asteroid apart. ( similar to the original Asteroids game).  The radiation box is a giant box outside the asteroid belt and when an asteroid hits that box, it gets thrown back towards the center of the the asteroid belt at double the velocity it hit the box.   There is no inertia dampening at all,  so overall the combined movement inside the belt should increase exponentially over time.  Unfortunately, that barely kicked in if you were clearing belts in 2 minutes .  Something you probably never noticed, but at 3 minutes the timer text turns yellow, and at 5mins the timer text turns red and ominus music starts playing to let you know that you are losing that level and Justice is catching up.

There was a secondary goal in the belts, and that was to collect ship upgrades while still clearing the belt in a decent amount of time.  But because the enemy ships are starting too far away from the belt and because you were clearing the belts 2 minutes faster than how i designed the game, they became a non-issue.  And because the game was so easy, the upgrades were never necessary anyway so it never forced that decision on you ´should I go in this asteroid belt that is ´red´ for enemies, or should I go in an easier belt to get quick fuel to keep Justice from gaining ground.  That decision-making was a key part to why I made the asteroid selection screen how I did, and why there was a ship upgrade that gives you a longer scan range, so with the upgrade you can choose between 4 or 5 belts rather than 2-3...

I definitely do not want to give up on the game, but I at least want to give a shot or two at making it the game I was trying to make before I radically gut the original game design.