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it is quite jarring that your movement direction is not your bubble direction. moving around, you go to charge up a bubble and— just like that you’re facing the complete opposite direction! getting rid of the mouse controls entirely would have made this a much better game.

the blue health meter is also very difficult to see atop the blue background, so it’s hard to tell how much health you have left at any given time

 I chose mouse controls because deeper zones required quicker and more precise aim, and the goal was to give the player a control scheme that could give the player that. Having it be keyboard controlled makes it quite hard to aim where you want it to go, because locking it to eight directions and having it attached to the movement keys was surprisingly clunky.

Because some graphics processing didn't initially work for the HTML build (I was using GLES3 and it's way too transparent there), the way I made the UI didn't work properly. I didn't notice that until after I submitted the HTML export, so it was a quick fix.