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(1 edit)

So, starting off on a strong point: game has no bugs, and is playable which is a good standard for jams. I could lose but I don't...think I can win? But that seems to be by design like old arcade style shmups (R-Type, Galaga, Ikaruga, etc.), so game accomplished!

  1. I found the movement...a little unenjoyable. The ship felt ungainly, which I think is because the speed was lerping instead of being immediately responsive. It made it feel like a big, heavy ship instead of the small fighter-craft it seemed like I was supposed to be. Coupled with the momentum being imparted from missile collisions, it made moving around feel not entirely like it was in control.
  2. I sort of reflexively avoided the first power-up for a couple waves, because I just assumed it was a weird enemy in the middle of the screen to spice things up. A minor effect to show it's beneficial, or some other solution, would probably go a decent way.
  3. Enemy variety was a little lacking. By about the third wave, it felt like I'd already gotten enough of a grasp of the game to not be at risk of dying, or really needing to think much. (Sidenote: eventually, I realized you can just cheese the game by sitting in a corner and shooting diagonally across the spawn line.)
  4. There's a bit of a weird bug where sometimes missiles would just get stuck at the bottom of the screen, and idle there forever, unless something rammed into them.
  5. I'm not sure if this was a bug or I don't understand how the gun was supposed to work but neither clicking nor scrolling the middle mouse seemed to do anything. It wasn't a detriment to gameplay, but worth mentioning if you plan to continue working on this.

Now, the good stuff!

  1. I think the concept of 'assembling' the ship is pretty great! Shmups are kind of a dead artform in general and most modern interpretations don't let you literally put together a larger ship like this.
  2. The firing arcs were very well-done. It being done on the player and enemies is really nice, and helped add some interest to movement.
  3. The feeling of progression was nicely done. Playing to mow-down waves and get the next shiny ship part was pretty fun.

EDIT: I actually forgot, but the SFX were really loud on my machine at first. I ended up cutting the volume to 10%.

Thanks for the feedback

Theres alot of things I can talk about, I will include the full story in the post mortem that will be written sometime soon but will summarise everything I need to clarify here:

>I wanted to make movement just like it would be in space, realistically its not going to be like moving on earth, every force applied will make the ship gradually drift in a specific direction

>I never actually thought of it, then again I dont really have anybody that would playtest my game at the time, I kinda assumed that everyone will think "White coloured object = Spaceship part"


>I wanted more enemy variety but never got the time to implement

>It was a problem during testing but I never really made any fix for it at the time

>It depends, I wanted separate weapons to have separate controls because I wanted to add a "weapon heat system", basically weapon get hot means cool down before being able to use again.

-Machine Guns - Right click

-Small and Medium Battery- Left click

-Large Battery - Middle Mouse click

>Its kinda my fault, the majority of the time my system volume is 10% simply because I dont want to blow my eardrums up.