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I like the idea of attacking by drawing shapes, but the controls are a bit unwieldy. I keep forgetting that I need to hold W to keep going, maybe drawing should let you maintain your speed? I didn't understand the time shift thing at all, didn't notice any change when pressing RMB. Hitting the ground was devastating, it costs a few seconds while enemies are ramming bullets into you. It really sucks when the game doesn't register a big shape too.

Consider trying mouse controls where the ship follows your mouse and the further it is, the faster it goes. Maybe add a button to slow down instead of speed up because from what I could tell, you pretty much want to always move?

I can imagine this game being really fun in the future with some refinements

Thanks for the feedback - I really like the suggestion for mouse-based throttling since I wasn't sure how to give more fine-grained speed control with the current control scheme. It didn't occur to me to have moving as the default either.

The shape thing does need some work, I've been trying to tweak it but it gets kind of biased in what is considered a "good" shape and I had trouble making it more lenient without it accepting shapes too readily. Short-term I can probably adjust the thresholds for the more complex symbols, but I think I will need to look more into the handwriting recognition literature. I've also experienced the pain points of losing momentum, so I will have to figure something out there too.

Time shifting requires that you have some time meter (indicated by the spinning shell) which you get by destroying enemies, and it gets stronger the more you have stored. As a visual indicator there should be kind of a fog that appears when you use it that scales with the strength of the slowing.

Hopefully I can address some points before the submission period ends

Just pushed an update to try to handle some of these issues:

- Acceleration is controlled by mouse now

- Made the storm glyph recognition threshold a little bit easier