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(+1)

I really liked the game mechanics, even the limitations are well thought, although the game sounds like hundreds of mobile games (that's why I gave 4 stars on originality), and i found the battery recharge mechanic very unclear, therefore a detriment for the design, as it was the monotony of the game. My advice to fix these two problems (if you intend to) it's 1- to color things that recharge the battery the same as the battery icon, also some kind of "recharging" effect around those element would help 2- to generate casually the enviroment, after a couple of games you can already forsee many things, and to me it would be much more important to master the mechanic than to master the "map" 3- its a one button game, why did you put in the tutorial?

(+1)

Thanks for the feedback !

The recharge is probably unclear for multiple reasons, there is a bug preventing you from recharging and the feedback when you're in orbit isn't clear at the moment. So still some things to tweak.

About your advices :
1 - Feedback for the recharge is something we thought about, but with timing/production constraint we couldn't put it in, or as good as we wanted. Hopefulle we'll have some time to fix that.
2 - This is something we want, but hard to do in a 48h period. We went on a fixed map because we could focus on other things. But we are going to work on it.
3 - Because even if it's a one button game, the design of it is much deeper (impulse meter, recharge system, orbit around planets, ...). And also we wanted to make an in-game tutorial because it's better than text, but again 48h ^^ So maybe it'll come later :)

(+1)

Thanks for trying our game. 

I totally agree with you about the exposition of the battery recharge mechanic. We'll definitely work on it for a post-jam build.