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We wanted the ship's movement to feel accurate to how an object might move in the drag-less environment of space, but perhaps this was the wrong choice for this type of game. I agree that pinpoint movement would have felt snappier. Not every risk ends up being a good one! Balance issues are bound to arise with only 48 hours to jam, we chose to err on the side of "too much" ammo/fuel because it was more fun that the alternative of "too little".

If we continue development after the jam these are issues we will address. Thank you for your feedback!