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furthest: lvl 5.4. controls r good. was thinking about how to make movement like this game's. I really like the booster+two-turn-angles gametype ideology, u seemed to figurout a good combo here with the camera and all that as it is.  

holding down fire and 1 movement key is best way to clear screens where ur fire length spams most of the screeen. 

imo: The best levels are the ones where theres lots of asteriods and u have to manage turn rate and firing on a finer level. To that end, separating health and energy from eachother would be best, otherwise i have to do alot of idling to regen things safely. I would increase the turnrate or have some kind of booster to facilitate harder turns, i think this would really help with the levels where ur fire-length is short and make it fun with lots of asteriods on the screen. wud rly bringout the fact that u move a little when u just turn and dont fire, which is cool, that could maybe be increased a bit too as a wiggle type movement, or at least to extend ur velocity from firing a bit further.

Thanks for your thorough review, yet I think having only one energy stat is the point there, forcing the gamer to alternate between offensive and defensive play. It may not show at lower levels but it really makes sense on later levels where you have to slalom among blobs to allow your energy to go up. I'm all into making minimal games that allow various ways of playing.