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(+1)

Looks nice, sounds good. Nice theme brought together. Enjoyed playing this one for a while.

The big bosses showed no sign of taking damage, and no idea of health. I wasn't even sure if i was doing anything with the first boss until it FINALY blew up after a while.

I progress to the "Best" weapons to quick. 2 power ups collected, then it seems no point collecting any more, as i have it as good as it gets. And at that point i was clearing the smaller baddies to quick.

I didn't get chance to try multiplayer out, nor the different ships, and i could seem to figure out how to.

With that said, I really do like the style and feel fo the game, and with a few tweaks and improvements, it'll do really well. I particular liked the background stuff :). and how it moved around dynamically to create a profession effect. 

(+1)

Thanks for playing and giving your feedback :)

Yeah the bosses ended up way too tanky, i feel the amount of hp they have now would be more suited if this was only when playing multi but i'll see how to adjust that if i get to a post jam version, also i should have probably add a health bar of some kind for the bosses as well, they do however show signs of being hit but the effect ended up way too discrete in the end, they flash red a bit.

Weapons are a bit of a mess can't argue with that, i didn't take enough time to adjust the weapons themselves as i focused a bit more on making things as modular as possible to tweak them later, which i didn't have any more time for the jam version so they are definitively a bit lacking in the current build for sure, and same goes for enemy health values ^^'

Honestly can't blame any one if they didn't so no worries, it's just that i wanted to try and make something with local multi this time as it felt managable at my current knowlege, so i challenged myself to do so and i may have oversoped a bit in the process :p

Glad you liked the game regardless of its issues, and yeah background stuff took me quite some time to do as i tried a bunch of new stuff to have them as dynamic as possible and hopefully convey a feeling of depth.