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(+1)

Wow, this game is SO well done! Seriously, you did a fantastic job with this. As soon as the game boots up, you're presented with this very clean and snappy UI that feels very professional. I actually enjoyed clicking your menu buttons haha. From music to SFX, your audio is top notch and fits the game perfectly. Really liked how you faded out the tutorial buttons as the player used them (at least I think that's what I saw). The difficulty progression is also spot on, in my opinion. Just as I was able to master an enemy type's attack pattern, you added a new one. And I really got into it when another moon appeared - it felt like I unlocked a whole new weapon. Only thing I'd like to see visualized better is the moon's speed. I'm not completely sure how you'd add that without cluttering your clean UI, but it was difficult for me to know exactly when my speed changed enough after pressing increase/decrease speed. With so much going on, my focus was more on lining up the orbit rings (you did a great job at visualizing the orbits btw). I honestly just avoided changing speed much b/c it'd throw me off when lining up targets. Other than that, this is a very fun and highly polished game! Great job all around!

(+1)

Thank you so much for the kind words! I'm glad you understood the tutorial buttons since I was a little bit worried that the controls would be confusing to players. 

The moon movement speed was probably a bug more than anything. In editor it worked super well, but when I made a build it seemed to change it completely and not be affected as much as I wanted it to be. If I could change any one thing about my game it would be to fix the movement speed to be more consistent and clear.

Thanks again for playing and leaving the feedback, I really appreciate it. 

(+1)

Not sure how you setup your inputs, but I ran into an issue very similar to that once. For me, changing .GetAxis to .GetAxisRaw fixed it. I believe .GetAxis is more dependent on frame rate which can change a lot when playing in the editor vs. a build.

(+1)

Ah I was just using "GetKey" and hard coded the buttons in. Probably isn't the right way to handle it, but it was working so well in editor that I didn't second guess it until a friend told me it felt weird the day before I had to submit. Tweaked it a bit until it felt good in a build to me, but probably should've looked into it more. Thanks for the advice!

Gotcha, no worries! Also just remembered the Update method for movement causes similar framerate-related issues. If you’re already using FixedUpdate, then I’m  all out of ideas haha.