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(+1)

Sounds about right! The EV games it’s a clone of were a bit like that too, though my prototype, being a bit rushed, has a harsher learning curve on top of being harder to read visually. In the original you weren’t getting shot at immediately in the first star system, and had time to learn to get your momentum under control before final approach. The S key helps a lot by rotating opposite to your current angle of movement.

There’s a visual screenshake effect when you’re hit, but your momentum currently doesn’t get disrupted at all under fire, so you can stay calm and tank a few hits. I even would have liked to add enemy missiles with strong knockback effects that would knock you right out of a perfect landing approach, another thing that’s in the EV games, though obviously would’ve just been cruel in the current build.

After the jam though I may tweak some numbers for the starter player spacecraft, capping top speed more and adjusting the rate of acceleration, so it’s easier to stop overshoots and stay within landing speed.

Thanks for playing!