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I think this game is very coherent which helps to elevate it a lot. The art design, the choice of music, and the controls seem to all fit well with each other and with the main mechanic.

I find it hard to believe that you guys made this art in 48 hours, I'll give you the benefit of the doubt, because while the quality is very high, there is not a ton of variation or too many different assets, so that makes it more plausible. Still, that's insane! Great job.

I found the movement of the character with W, A, and D to be somewhat confusing maybe because the camera stayed in the same direction regardless. I wonder if it would help if the camera rotated along with the player. Also, I wonder what would happen if the movement was limited to the tether swinging only. Of course, you guys will know about this better than I will, just some thoughts :).

I liked the gameplay, but from the screenshots / footage I expected something faster paced. The volleys / airstrikes that come in and try to take you out help. I can understand why the gameplay was slower paced initially - because the aiming, movement and tether take time to get used to and so the it has to move slower, but if those things were polished a bit, I would like to see if the gameplay could be faster too.

I am not a fan of the reading-based tutorials. I think you guys did a good job with it, but even then I think a more minimalist tutorial would be nice. Of course, I understand the constraints of the jam make that a lot tougher.

Overall though, pretty great submission, largely because of how cohesive it feels. 

I would love to see you rating / comments on my game too, so I can know how we did and what to improve as well.

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I found the art tickbox a bit limited. I made all the art myself, but lots of it was made for other projects way back. I still had to adjust everything to fit the palette and artstyle during the jam, that took a ton of time. So I ticked that yes, but if there where boxes for "all art by myself", "used preexisting assets" and "used own art made beforehand" I would have ticked all three. 

I tried camera angling with player a couple times on other things and I find that way harder to aim with, since you need to adjust not only to cam movement but also angle. On my main release I added a mouse aim option where your jet rotates towards the mouse, but that wouldn't really fit here either since you need to be able to free aim. But it's definitely not ideal as it is here. Giving additional indicators for where your ship is facing might be an option. I don't really want take away your engines since that would limit the level design a whole lot and would still lead to a lot of dead end scenarios unless new systems are added to compensate. I think being stranded because of a wrong move would be punishing in a real frustrating way. Ultimately the goal was to make you feel powerful when tethered and somewhat helpless but not totally screwed when not.

In relation to that, making the game play faster is is definitely something I want to address, mostly with more area denial enemies in later waves to force you even more into quick movement. There will also be a lock on system that lets you tether things more easy while on the move. But yeah, the game has to start slower to allow you to adjust. In a full game I would add difficulty options that allow you to start more intense runs from the get go once you feel like you got the hang of it.

I also absolutely agree on the tutorial, I put that there in the last 20 minutes and it could definitely be improved.