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(+1)

Thanks for playing!

It's definitely not meant to be taken seriously, but neither will the full game. I added the ludicrous gibs just for the hell of it, but that's definitely something that's staying in.

I never really though of separating movement and aiming- I'm going for an arcade-y rail shooter, and at least the ones I've played only have the one control. That being said, there are a few different ways to couple movement and aiming. 

The perspective and lack of depth perception is definitely an issue. It's mentioned in other reviews and I noticed it in testing as well. There's a few things I'm going to try in order to fix that, starting with tweaking the camera distance from the player.

Enemy visibility is a good point. The enemies are coloured similarly to how they were in Tengoku, which was fine in 2D against those backgrounds, but it acts as camouflage against a space background. I'll probably play with the colours, and/or add some lighting effects. The trails on the small enemies should probably be more prominent, too.

As for breaking the Goku curse, well, I think that's counting the chickens before they hatch. I'll celebrate if and when I finish the final product.