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(+1)

A time constraint makes a lot of sense! I think drag wouldn't make sense for the setting though (ain't no drag in space!). Besides, isn't lack of drag what makes a space setting unique?

(+1)

(I'm speaking generally here an not critiquing your game necessarily)

I think you should strive  for realism as long as it enhances the gameplay/user-experience. You can fiddle with the physics in your game as much as you like. 

Take the Super Mario Bros. jump arc for example. It feels great and responsive and it seems to make *sense* when I play the game, even tho it is not a perfect parabola, there is no drag (I assume the mushroom kingdom has air..), you don't die if you fall from a coin heaven and so on...

So I think drag, a maximum speed or similar non-physical things can make the gameplay more fun no matter the setting.

(+2)

Yeah, the lack of drag was an intentional choice, since as EggBox said, there is no drag in space. But given all the feedback, I’ll certainly try for a better “feel” if I make any more top down space games in the future.

The realism vs fun is an important point and something I need to get better at. I definitely have a bad habit of valuing crunchiness and realism over fun. I did have plans to add some sort of obstacles/enemies so the experience could be more rewarding, at the very least you can’t drift if you’re being shot at. However, I’m a software engineer by trade and an artist only in my wildest imagination so the visuals took me longer than planned and I ran out of time.

I really appreciate all the feedback and it will certainly help in future projects! Thanks!

(+1)

Though it can, some players do enjoy when things are harder to get the hang of. I think I would've enjoyed the game a lot less with drag. It's all preference really!