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Some concepts I liked from greatest importance to least importance:

* Instructions on how to play were explained clearly and simply. The game was pretty easy to understand how to play.

* The gameplay was mildly fun. I do like how the asteroid moves fast downwards when it has a lot of health and that it moves slower downwards when it does not have much health. The vertical speed of the asteroid showed how well or how bad I was doing, and this kept me engaged and created tension. Overall, this game was pretty relaxing though, and I liked the relxation. The game design was not too cluttered unlike other games.

* The soundtrack was nice and was not repetitive. The soundtrack also fit the mood of the game.

Some concepts I did not like from greatest importance to least importance:

* Instead of using to two buttons on the keyboard, it would have probably been better to use a mouse. You could have used a mouse by making the player move based on the horizontal position of the mouse cursor. This would have been more fun and fit the simple gameplay. This would have make destroying planets and avoiding obstacles feel more fun, since you can move more precisely with a mouse and this can add a layer of challenge to the game. You can not do the same with two buttons on a keyboard though.

* Instead of having the player manually restart the game by pressing a button, why not just automatically restart the game like in Geometry Dash? The player should not have to unnecessary press the same button again and again just to play another match in the game. 

*  I think it is unfair to have the player move slower horizontally when having less health and make the player move faster when having more health. This is because I believe this game is well suited to use only negative feedback loops and it should not have to use positive feedback loops. When the player is close to dying, the player should be given advantages to help them survive and when the player has plenty of health, the player should be given disadvantages so that the player will not feel too overpowered. Doing this can create tension and make the game more exciting. Though the vertical movement of the asteroid follows this model, the horizontal movement does not. The horizontal movement makes the asteroid more likely to die when close to death as it is harder to dodge missiles while moving slowly. The horizontal movement makes the asteroid more likely to survive when it has plenty of health as it can move faster horizontally and be able to dodge missiles easily. I think the asteroid should move faster when close to dying and slower when having plenty of health. For more information on feedback loops, check here: 

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Thank you very much about your detailed feedback. At the start i thought about using the mouse but at the end decided to use the keyboard to keep it simple, also about the feedback loop you are absolutely right, it was a bad idea make it slow and hard when you are with low health, i should have play tested.

I still new to making games so i really appreciate this constructive criticism, i'll keep the things you said in mind the next time, and again, thank you.

To go off what D-Studios said... I think it would be cool if when you got hit, a chunk of the asteroid visably flew off, making you go faster! (Even though that doesn't actually make sense)