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(+1)

Interesting game, I hope you don't mind the Luftrausers comparisons but I played it a lot so they're inevitable for me:

I'm not the biggest fan of how prevalent melee enemies are, it shifts the gameplay from a cool dogfight to a messy escape where you're punished a bit too much if you ever stop running.

Also I'd prefer if the gravity didn't act so linearly, you can't really do cool stall dodging like you could in Luftrausers.
Enemies being able to enter the water without any trouble makes it just an obstacle and the fact that there's no clouds means you can just climb forever.

The gun sounds annoying and it doesn't seem to ever be worth using over the laser.

The moving background reacting to your inputs is a really cool idea and the visuals in general aren't bad.

Pretty good for what it is but you gotta give it something unique if you want the game to stand out form Luftrausers.

>Also I'd prefer if the gravity didn't act so linearly, you can't really do cool stall dodging

Can you explain what you mean by linearly? And what is stall dodging exactly? Gliding?

Thanks for playing and feedback.

(+1)
Can you explain what you mean by linearly? And what is stall dodging exactly?

Okay I replayed Luftrausers just to make sure I wasn't talking out of my ass and basically I was merging two completely different nitpicks:


Gravity seem to works the same way, what's different is the plane acceleration: it's a little slower in Luftrausers which makes the plane more weighty and also makes it easier to move at slower speed, which to be fair is way more useful in Luftrausers' bullethell dogfight than in your game so it's probably better for what you're going for,
By stalling I meant just cutting off the engines while going upwards, you can still do it here but it doesn't help at all against the homing melee enemies while in Luftrausers it's an high risk maneuver that lets you aim better while still messing up the enemy tracking since you're constantly decelerating.

Sorry for the confusion, I was going by memory.
Bonus feedback: waves using a timer are kind of dull, a score requirement for advancing would be more fun.