Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I'm glad I came back and spent some more time on this one. This seems like it could be the seed of something really interesting. Here are the thoughts I had while playing:

The controls were frustrating enough, especially when piloting a fleet with ships of different speeds, that I wondered how this would be with no controls at all, as more of an idle-game experience. Or maybe with more generic controls like "stay near this point and defend" or "go over here and mine."

The laser graphics scaling were really wonky with higher power lasers, and destroying rocks that were completely off-screen wasn't great. On the same topic, waiting 10 seconds for rocks to wander onto the screen wasn't fun.

I think that the bending of the game towards the jam theme may have actually harmed gameplay a bit.

The music didn't really seem to fit.

Thank you for the feedback and thanks for coming back. It's funny that you said "bending the game towards the jam theme". It was the actually the other way around. We started with the things that fit the theme, and then added the other elements. The main game loop was one of the last things we came up with. It was going to be an idle shmup at some point, but then we came up with these wonky controls and liked them, and then we just substituted asteroids for the enemies, otherwise it would be too hard.

The scaling is a problem. We didn't have too much time to balance it well, so the game is too hard at the beginning for some people, and then becomes very easy once you have a lot of parts. I agree that making it an idle game would have made this problem go away.