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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 :)