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Got through the level, works fine.

If the emphasis is on tight level navigation over combat, I'd appreciate having my balls busted harder. Some slight gravity so that you can't just float forever, for example. 

But too early to tell. It ran. Didn't hit any crashes or lock-ups. Even exited to menu on the queue. Good job.

Thanks for giving it a playthrough!

I am still finding the right balance for tight spaces and open spaces. Different tilesets will express the terrain with different shapes, too, with some being more vertical than others. Dead-end cavern branches are coming soon, which should shift the game's focus a little bit more toward exploration.

Right now, there's a single clickable mission on the "world map" that generates a 12-segment cave (at approx 5 enemies per segment) with the Jungle tileset. The plan is to generate missions of various lengths across different tilesets, and different missions may also generate with constraints or modifiers such as time limits or higher/lower enemy density, so terrain pressure will not be the only thing to consider when the game is complete. Underwater missions are currently on the "maybe" list, too.

Ship drift on the x axis is something that's been suggested a lot but I think you are the first person to suggest also slowly drifting down on the y axis. I'll play around with gravity and see if anything sticks; ship drift might be an interesting opportunity for crew members with engineering/piloting perks to tighten or loosen controls.

I've found one lockup so far and instead of fixing it I wrote detection for it and plan to hook it up to an achievement.

I appreciate the feedback, thanks again!