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Very good progress!  I really liked the music shift when you get into combat, as well as the sound effect when your railgun is ready. The ship was easy to control and I could feel its weight going around turns vs. drifting (I think, see below). Unfortunately I played alone so I feel like I (as of yet) have missed out on using the turret.

Some feedback:

- I'm still not super sure how the railgun works, I never saw any actual projectiles or hit the enemy. I also hit right mouse button at some point which brought up an aiming reticle but didn't seem to do much else?

- I feel like holding down space to make turns while going at speed made you turn faster, but a sand kick-up or some other feedback would be super helpful and satisfying.

- The art style is super clean and stylish, but the reflection on the shady side of the dunes was a bit much.

I wish I could play this game with a group to give it an actual fair judgement, making a multiplayer game is super ambitious. Unfortunately it's pretty hard to organize anything like that with my schedule, but maybe when the polish version comes out we can get a group together and try it!

Thanks for trying it out again! Unfortunately, the visual effects graphs we used in Unity are unsupported by WebGL and won't be feasible at all until WebGPU is developed (something like years away), so you miss out on exactly the feedback you mentioned (railgun firing visual, sand kickup, boost smoke, explosion when killing an enemy) when playing it in the browser. They do work in the .exe though!

Not sure we will do anything to address it in the polish phase, we would need to make hard modeled visuals instead and use some other system to get them to display, and the HTML5 version is mostly an easy way to get exposed to the game rather than the intended way (it has other limitations too).

You're correct about the drift (spacebar) making you turn faster! It halves your max velocity, doubles your max angular velocity, and decreases angular drag so you can get a sharper turn. The sand kick up happens all the time but you can really see it when doing a drift. I might do something like add a couple extra dust emitters that activate only when you drift so it really kicks up some dirt.

We'll try to look into the sand shader again to address the reflection on the dark side, thanks for the feedback.

Multiplayer unfortunately is still not really where we would want it to be and we plan to focus on that mostly this week. You can join a lobby together but non-hosts (it seems) are really wobbly unless they mount a turret and there isn't much that is synced between players besides the ships (you can't see other players for some reason, you can't see them shooting sometimes, enemy health and position is not the same). But you can get in a lobby together and ride around in the ship while someone else drives!

Oh, I didn't realize there's an .exe. I'll be sure to play that one when the polish version comes out, I've never liked playing in WebGL anyway. :D