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(+1)

Great title. Simple and polished. really enjoy the spectrum analyser on the player. Gives a simple triangle life.

Design-wise, the most interesting aspect to me was when the non-captain would order to shoot any enemies. That changed the game to a bullet hell. Very clever.

Simple aesthetics, but the contrast looks great to read the situation. Solid UX on enemy death as well. I could clearly see them die when I hit them. Player damage less well polished. Not so obvious you got hit. I think I would have preferred some kind of shockwave triggering when you got hit with epicenter on the player that would push the enemies away, or something along these lines.

The tutorial was excellent for onboarding as well. And you made it optional, which is unintrusive. I can't give you my first reactions playing without the tutorial, because I didn't try.

The UX weak point for me was reloading. I did notice some circles around my player at times, but I'm not sure what those were. I assumed they were rounds. But I'm not sure. Point is, I was always surprised by my inability to fire and it frequently resulted in me being damaged. A similar problem was experienced with rate of fire. I would click and some clicks would be ignored. Not sure why.

Music is excellent. SFX has great variation in the sound for enemy death. I don't know that I like the sample you chose, the weird "ding", but it wasn't monotonous.

The theme was hit alright. I suppose when the captain isn't speaking, the game is. So it's a liar alright.

One of the better entries in this competition for sure. Enjoyed it.