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(4 edits) (+1)

i like how the movement is made - it's rather hard to manage the ships but i think on the sea it should be that way) it's part of the fun)

but levels are hard to read.  some signs are misleading - like the red cross on an island:  when i fisrt saw it I thought it meant something and i should go to it but it only wrecked my ship(

i didn't understand what those sings with arrows were  about either and i didn't know you could shoot before i read it in the comments)

also the game is punishing because you die instantly  and have to restart the game every time you thought you're doing what the game want you to - like this red cross or signs. i would always die whenever i tried to get to them and when i did - nothing happened

and it was a bit frustrating when camera moved with no contstraint to the ships and you couldn't see what's ahead

i think it would help the game so much if you'd make 1 or 2 simple basic levels where you'd explain most of the mechanics and techniques first)  and if you'd give your ships like 2 or 4 lives before wrecking - that would be really cool)

i understand it's hard to make a game in 48 hours by youself when you're not a pro - i surely didn't manage to do that :) - but i hope my feedback will give you some info on what could have been more clear next time)


cheers)

I'm glad you enjoyed the movement! That was the intention, capturing some of that delay a ship would experience. We also wanted to make it somewhat challenging, so that decision supported that.

In terms of level clarity and communication, I agree the game is severely lacking in those regards. I believe some tutorial levels and UI elements scrolling across the screen, describing what the controls do and what different items in the world do, would help a large amount. As far as the cross on the island, that was an incredibly poor artistic decision I made thinking it would be fun. It should have occurred to me that that would mislead.

I liked the high stakes of instant death upon impact, but the game definitely needs to make itself much more clear for that to work.

The illusion of camera movement/scrolling screen and obstacles was pretty much a mimic of old bullet hell games, specifically the fighter pilot variety. The game is supposed to take place just within the screen present, limiting the range the player can navigate to what is immediately visible. There are killboxes just off screen to create a set of constraints

I initially thought about continuing to work on this project and polishing out the details, adding tutorials and in-game information (I guess the write up on the game page didn't do enough), etc, but given the game's ratings I'm not sure if that's a worth while pursuit. Maybe I'll approach it again later, though it might just be a lackluster game concept to begin with.

(+1)

i feel like the rating of someones game is really depending on the amount of people rated the game) twelve people is really not that big of a number for it to be fair and mean something) so i think you shouldn't focus on that)  i know i did really bad compare to you but it seems like i have a better score although my game is harldy playable and not even enjoyable) i have a drawing of a game, savvy?)  so let it go :)

the process of pollishing is really up to you  - how much you're invested in the project  and interested in it to make it  "good enough") if this is your side project and you don't like it that much - maybe it's okay to let go) otherwise if you have some interesting ideas to implement, want to learn how to do it right or to figure out how to handle all the UI/tutorial stuff so it won't take much time next time  - it might be useful)

as for me - my submission is merely a ghost of the game and for me this decision - to continue or not to continue - was really simple 'cause I'm a newby developer and have LOTS yet to learn) so i've started to work on "making it right"  next morning after submission  and still working on it bit by bit every morning before work) 


gl hf :)