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Thanks so much for the feedback! We definitely ran out of time for testing the balance of the game, but your notes on frequency of trash vs enemy appearance & difficulty of absorbing >3 pieces of trash are great for us to know going forward. I've been dodging by using the momentum of sudden large mouse movements on beat with the rate of enemy fire, but it's not foolproof for sure and ends up depending on asteroids for most points... perhaps it would be best to add a small 'speed boost' feature the player can use occasionally as well.

And whoops - you're totally right! I don't think we can edit it while the rating process is ongoing but I'll have to make a note of that for future WebGL submissions like this :)