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Thank you for your reply and input! I will work on trying to improve the game, at least a bit.

I know the WebGL version underperforms and that bugs me. I hope I'll figure out how to make it run better while keeping it the same to the desktop version. I admit the Sentinel can get relentless in pursuing the player, but the idea was to, once being spotted, try to outrun it - with the speed difference you should be able to escape the cone. However, and that was deliberate, after attracting too much attention, the Sentinel was meant to never cease the pursuit, before that, after a while it loses interest in the player's ship. But I think you're right - I should look into rebalancing the mechanic, so an early screw-up should be easier to recover from.

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You are right on your thought process but somehow it was what missing in the game, polishing the game ahead would surely make this a good one. 

Yeah, you are right about how little the game conveys its mechanics. Sadly, I joined to the jam later, which explains the state of the game, but it doesn't make it any better. For the most part it was "do I implement X, while the core elements aren't even in place" and as a consequence I had to cut corners. Well, the time after the jam is to polish a game and I'd like to see how much I can squeeze out of the premise.

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Yeah, I could understand, it happens in this phase. Yeah, you can definitely take this game to a next level ahead of time.