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(1 edit)

Hey thanks for playing, I'm glad you enjoyed the polish. 

Yes I agree entirely that O is a seemingly strange choice. Funnily enough it was never meant to be O, there was going to be a UI to choose which type of node to build before you place it but I completely ran out of time. The reason for O is because there were lots of controls mapped all over the keyboard for testing and O just happened to be free when I needed a key quickly to test placement of new node types. Most of the other keys were removed as they were debug features and because I ran out of time I just had to leave O in.. I added the prompt for "press O to switch nodes" in the last 2 minutes of the submission window.

I agree the entire gameplay component is missing, it got overlooked because of time constraints, most of the effort went into visuals. But I definitely would be fleshing that out more under less pressurised development. 

I really like the idea that shots landing should be made clearer to the player somehow. Currently if you point enough firepower at an enemies node it will actually disintegrate with cracks and then despawn, but all the animations for that never got made so it looks a little empty.  

Indeed "hell" is a good way to describe it, there was a huge crushing sense of failiure in the last 2 hours when I realised how much left there was still to do and how little time I had left. There was a moment in the last hour where I nearly stepped away from the computer and abandoned the whole thing, and I wasted about 10 minutes convincing myself to even continue. Eventually I sucked it up and just posted what I had but it was by a very fine margin that anything even got uploaded at all. I'm glad I did, the community response has been wonderful and some absolutely fantastic ideas have been suggested.

Speaking of which, do you have any suggestions?