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I also agree that the turrets are quite the bullet sponges - that, and/or our shots miss a lot: The reticle doesn't look accurate at all. The fact that the clones seem to handle the turrets way better than I do also reinforces that point... (The clones are a neat idea, by the way!)

I didn't understand what does toggling turning does... Does it lets our ship "drift" (We fly towards one direction, while facing another)? If that is the case, I'd preferred to have the camera to turn with the ship as it happened - otherwise you won't see what are you pointing /shooting at, thus defeating the maneuver's whole point.

Anyways, congrats on your submission!

You're right, they had about twice the HP they should have - I found during development that once you get a few clones going, the game ended way too quickly, but I've now patched it so there are more turrets, with about half the HP. Not a perfect solution but I ran out of time before I was able to add more configurations of enemies.

Yes the player aim function was pretty bad but I had to rush to submit in time. Now that I've since slept, I was able to correct it :D If you play again, please let me know what you think. There's still a quirk with (I think) ParticleSystem stopping if you fly too close to a collider, but I've no idea how to fix that. Let me know if you do :P

The toggle, haha... I was heavily inspired by Freelancer, which (along with most of the genre) have a flight mode toggle so you can interact with UI without veering off course - but I scoped too big and ended up not having any UI interaction, so it's just a hold-over from earlier. Expanding it into a proper drift mechanic sounds cool, though!

Thanks for your feedback, I'll check your game out shortly :)

Sure, I'll check out the updated version!

Speaking of Freelancer, you can actually drift in that game - "Kill Engine" command (somewhat badly worded, I think?) lets you do that!

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Oh! Either it's been too long or I just never knew that lol

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Anyways; I've checked out your second version, and managed to beat the game this time. Nice job!
I'm using Unreal Engine, and I have no idea on Unity's workflow, so... sorry, I don't have an idea either...

Ohh haha, no worries, and thanks :)