Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Nice work! Moving around in space and preserving momentum is a cool feeling, and the retro sounds add to it. Having all the controls displayed as check boxes is a great choice since you can explore them at your own pace. It's hard to get the controls right though which can make playing it a bit tedious. You asked for some feedback in the Discord so I'll add my thoughts here.

Aiming your shots is hard when they are aligned with the ship's rotation, especially when the ship eases slowly into facing forward. Faster minimum rotation and a visual crosshair could help a lot. Shots also curve when you're moving fast since they don't seem to inherit your ship's velocity, but adding that could probably make it feel tighter. Slight auto-aiming is of course also an option, or rapid fire with somewhat random angles, giving you move of a cone-shaped firing zone.

I couldn't quite figure out why I couldn't fire while moving and why the shield lasted such a short time. The reason was shared power, yet the indicator is a tiny label in the corner. Making a visual power indicator near the center of the screen could help since that's where you're always looking. Shield duration could probably also be increased since you're always low on power while moving and battling, making your shield only last a second.

Great feedback, thanks! 

The curve of the shots is an oddity caused by the max velocity, but they probably should be allowed to go faster. A crosshair is a good idea, as is the idea of a cone-shaped weapon. I considered autoaim, but didn't know how to implement it without it looking weird.

The shield and power were added in the last days so they didn't get much love (due to lack of bytes mostly). As it is, the shield is meant to be a reactive block, used only in desperation. This is counterintuitive since shields in most scifi and video games don't work like that.