Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

This was fun, thank you!

A couple of notes, if you're interested:

  • I would find it even better if the controls were tighter. I rolled high speed and acceleration, but the ship still felt slippery. Dodging the enemies is more fun when I feel like I'm really in control.
  • Fewer hits to kill the baddies! Even with a high roll for my rate of fire, and a lucky mid-game roll to reduce their health, I still felt like I was hardly making a dent. Let me feel dangerous!
  • Would you consider making the initial rolls more impactful? I didn't notice much difference between low and high rolls. What if a one is borderline useless, and a six is comically overpowered? It could be an interesting way to really lean into the central mechanic.

Thanks again for letting me play!

Wow, thanks so much for playing my game and for the detailed feedback! I definitely agree with the first two points, the controls need to be tighter and the enemy ships need less health. As for your third point I think it would be a really good idea to explore, I just worry a bit that getting unlucky at the start would make the run so difficult it would no longer be fun. Still there are ways around that, like one suggestion I've heard would be to add powerups that counter having bad stats, or adding mechanics to re-randomize your stats part way through the game. Or maybe there could be a hard more where the rolls at the start would be much more impactful, and then a normal/ easy mode more similar to what I have now. Anyways all really good points, thanks again!