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This was a really fun concept that it is executed very cleanly! Drawing the triangle glyph was very satisfying to release the missles upon the enemies. The core concept is awesome and you should do a lot of playtesting to really hone-in and what is fun, but there's something good here :). Keep it up!

Other comments:

- The tutorial text shouldn't be in the background, i would move too fast to read it

-  I didn't understand the time dodging aspect. I followed the instructions in the tutorial and time didn't slow down.

- Furthermore, I didn't really figure out how to properly dodge enemies. 

- Make proper health bars for the UI, make the UI more intuitive. This video helped me out a lot: https://www.youtube.com/watch?v=sc3h5JXtIzw

- Scrolling is very smooth and helpful. Scroll out to see glyph design, scroll in to be more exact. Nice

- There should be smaller glyphs I should draw when enemies are attacking your base. A small loop to fire off 2-5 missles would be helpful, and the large triangle glyph for big missle attacks to keep enemies far away. You need a variety of both. I didn't have any good defense mechanism against my base when enemies would start attacking, it took too long to draw the triangle.

- The snail lore made me chuckle and helps outline what this game is about!

I agree that I need some quicker attacks to clean up smaller groups of enemies. I was thinking to add a weak non-spell gun to the plane, but haven't thought through whether it would be better to have a quicker spell instead (or maybe have the power of glyphs scale with size in some way). Don't know if you tried, but currently it's possible to cast glyphs faster by drawing it smaller (there are controls for adjusting the size of the guide, though when it gets too small it's easier to not use the guide since it's easier to adjust for mistakes).

What did you try for the time slow? In the tutorial I forgot to mention that you need to hold the input, so maybe that was the issue. Dodging is currently kind of hard without time slow, other than very coarse dodging to avoid most of the shots. Releasing your drifts when you're about to be hit can help by making the enemies overshoot.

The other points are fairly straightforward so I don't have much to comment on them. Thanks for the detailed feedback!

Ah I didn't realize that you could dynamically scale glyphs with size. And I would use Shift or whatever to active the time slowdown, but I either only notice it for 1 second, or I don't notice it at all.

If I can be frank, I think there are too many mechanisms at play. "snail based" flying and glyph drawing is a novel idea and it can become something really cool, you have the basics of it down. But IMO you should remove everything else. No dodging of enemies, no time slow downs. Just a plane trying to protect the base, which they do by glyph drawing. I would automatically accept any size glyph without the need to manually downscale (larger glyphs make more missles, smaller make less, etc. But accept any size). Different glyphs can make different attacks.

I would watch someone play your game live, and follow what seems intuitive to them. My game got ripped to shreds by trying to add in too many mechanics instead of focusing on the core mechanic. I think that feedback is right for my game, and right for this game.

I hope I wasn't too harsh, I really did enjoy this game. Best of luck :)

I hadn't thought about paring away the dodging aspect so I'll need to think a bit more on that one. It's mainly there to add some spatial constraints so that it matters that you have to draw the glyphs instead of some other casting method, but it's true that it doesn't really mesh well in its current state. I still want to make it work, but I'll consider leaving it out if I can't.

Part of the reason I submit is the streaming, so I'm looking forward to seeing some live feedback there. I guess I should look for people who I can watch play it more regularly.