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>What was the most frustrating moment or aspect?

I missed the exclamation mark from the prototype that let me figure out where the end point was and plan accordingly. The removal of this makes map movement feel less interesting, especially with the upgrades. I don't feel as much like I'm building towards something.


>What was your favorite moment or aspect?

I like the addition of upgrades. I wasn't sure what the money is for, I assume it's for something I didn't see.


>Was there anything you wanted to do, but couldn't?

I wanted something like the chargeable laser from the prototype, a weapon that would help me speed up the more annoying fights at the cost of needing to charge it.


>If you could change, add, or remove any 1 thing, what would it be?

I would remove or change the static exploding mines. Maybe they're more of a threat in large numbers, but I found them to be more of a speed bump than a hindrance.
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Thank you so much for playing!

The exclamation mark is the place where you'll find the final boss, and it's hidden for a reason: I first wanted the fight to start as soon as you reach the place, so when you don't know where the boss is, this works like an ambush. There are ways to know it and play to your advantage for better planning. But I might make the location visible at least in the first level.

I think you missed the shops, where you can find greater upgrades, like the laser you said and other weapons. I think I should made more clear when the ship is in a special place, for better visibility.

The exploding mines per-se are powerless and boring enemies, I'm planning on making enemy encounters more interesting by combining different waves.

I value your feedback and it'll help me make a better game, for sure. Thanks!

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I'm a fan of allowing the player to see where the boss is, as in other roguelikes like Returnal, because it allows the player a choice: push on now or try and power up before facing a boss. There's still a chance of it being a non-choice, as when a player is struggling and therefore must take extra time to power-up or when an advanced or impatient player is in a rush and so must face the boss as soon as possible. However, taking the choice away removes control for the struggling player, the advanced player, and for all other forms of player. It makes the game a bit less interesting and a bit more tedious.


If ambush bosses are part of your design intention for the game that's fine. I feel like it's a missed opportunity though, especially with shops also being hidden to the extent I've yet to see them.