Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

The thing that stands out to me in a good way is the visual style. I am glad to see a space game. Both of us made space games, so maybe we can give each other more relevant feedback.

I also really like the music, although it did get a little repetitive after looping 4 times. I appreciated the gradual fading out and reverb of the music. I wish that you let the game be quiet for longer, or just had some kind of white / brown noise in the background, to let that quiet lonely atmosphere of space sink in even more. I also do wish the asteroid destroy sound was a bit quieter. Nonetheless, I was pretty happy with the audio overall.

I like that you can connect to stars and create planets orbiting the stars. I got into a situation where I moved one star right next to the other. I wish you could create a binary star system, where two stars orbit each other simultaneously. I totally get how this would be too ambitious for a game jam, but it would be cool to see in an updated build. 

My only real issue with this game is I wish that it were level based, so I felt like I had more of a prescribed goal on what to do and how to proceed. In this case, I found a couple stars, made some solar systems, destroyed some asteroids, and then stopped playing. Take what I saw with a grain of salt, because I have the same issue with minecraft - it doesn't have a prescribed goal, and yet minecraft is overly successful. But yeah, I would have liked maybe to have two modes - an endless mode like this and a level mode with more structured and focused gameplay. I don't think this is a huge issue either, just affects me as a player. 

I was very happy to see camera shake and particle effects used here. I keep recommending people with action-esque games to use camera shake, particle effects, and hit stop. I think you could also benefit from hit stop whenever you destroy an asteroid. Hit stop can be achieved in a coroutine like so:

IEnumerator hitStop(float hitStopTimeScale, float duration)
{
    Time.timeScale = hitStopTimeScale;
    yield return new WaitForSecondsRealtime(duration);
    Time.timeScale = 1f;
}


and call it with (below) where x = 0f and y = 0.2f

StartCoroutine(hitStop(x, y));
(+1)

Thank you so much for your thorough feedback. I agree with everything you say about the music and pretty much everything else you said. the music was made by one of my friends but didn't get much time to make a longer track, and I added it like an hour before deadline, so didn't get time to do something like that.
It would be really cool if you could make other things orbit around a star and make it sort of systemic. That would however be way to big scope but something I would really want. I'm however not very good at programming and this project I mainly focused on improving my programing skills, so the design became quite terrible with no meaningful gameplay or goals. I really appreciate your feedback and your tip and that you took the time to play the game!