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(1 edit) (+1)

Ok, this could go on forever, I'm intentionally dying here...


You have that classic mac issue where the bin inside the app doesn't have executable rights...


It starts off pretty grindy as the big dice are major bullet sponges and your starting arsenal is such crap. But after like few upgrades everything becomes trivial and you can go as long as you'd like.

What's up with the dice rolls. I think over half of the time the landed on five (which were the worst options too) and I don't think I ever saw a six. Threes were also very rare.

The upgrades themselves were also quite bland and grouped such that there was pretty much always a correct choice to be made. Extra projectiles is just flat out better than damage. The default knockback was already too much that half of the time the big dice died outside the screen so the bigger bullets was the only choice there too. And no idea even what jump does and not sure if any speed upgrades would be needed, not too many at least or it'll just be a hurdle to yourself.

So more interesting upgrades would really be needed. You know, homing shots, spread shot, backwards shooting etc. The possibilities are limitless.

The control scheme was quite interesting. A neat double edged sword to have the movement and shooting be bound to the same thing really. Well up until at least I learned that you can move backwards too. But that was actually more dangerous so I pretty much just kept running and shooting separately.

So the game really would need some difficulty curve. Does it stay the exact same all the time now even though player keeps getting stronger and stronger? If it does get stronger, at least it can't keep up. And once that was fixed so that the game would actually come to an end, the scoring should be the next target of improvement. It was blandly linear. Adding some multipliers are the classic ways to spice things up and reward from some unusual things etc.

The visuals were pretty good. Kinda lacking variety in enemies at least. Just a small color variation and maybe size too would have done wonders. And of course more feedback! Flashing on hit, screen shake and so on. It was very unclear to me when I was getting hit and how many times in a short succession. The wonky seeming hitboxes didn't really help either.

The music was ok but didn't really seem to fit. It'd had the ambience of more like flying alone in desolate space than hectic space dog fights. And the same goes for sound effects, they really lacked the necessary punch and variety.

Anyways, good job! 👍

Edit: Oh yeah so there also should be some sort of warning effect where an enemy is about to spawn at least. Right now they can really surprise attack you by spawning very very close while you're more looking to the other direction.

Wow, thank you very much for that very in-depth analysis. Got (obviously) some amazing feedback here and a lot of these issues (sadly) we did ended up finding out too late in the making of this game. The balancing is really something we could have put a bit more time into. Always good to know for future events (especially in a gameplay like ours!) :D
I think we are going to release a post-jam update of this game and hopefully address most (if not all) of the issues that arose in your comment.

We really appreciate that you took the time to write such an amazingly detailed comment and are happy you got a little enjoyment out of our wonky gameplay here :)