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Good base, flight model is relatively smooth and time to kill feels acceptable, I can see the inspirations here and that's a good thing. 

You should give your colliders a physical material with a high bounce value, that'll make colliding feel less like a loop of slamming into stuff. 

Missile lock-on and usage needs a lot of work. Color changing some sort of reticule to indicate when I was locked on would help, but it also felt like the turning and tracking of them didn't work out at all.

Thrusters/engines should be given some trail renderers. Will make it easier to track ships and look generally better in more chaotic battles.

There's no real intertia in rolling your ship compared to all the other controls, it feels kind of awkward in addition to how it rolls around the center of the screen as opposed to the center of the ship itself. Camera's fine in terms of overall lag and following, as is strafing.

You should also change the radius of the offscreen indicators so that they don't overlap the ship's energy/missile bars too.

Thank you for the feedback.

Collision is among the things I've been struggling with so thank you for the suggestion. Missiles will get some more work. During my own testing I noticed a lot of problems but I had more immediate things to tackle for the demo. The enemy ships actually have trail renderers but maybe they're too short.

The thing with rolling is actually it is rolling around the ships center but the camera responds so aggressively that it looks like it doesn't. I'll take a look if I can adjust it.