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Hey there,
Thanks for trying the demo! I can clarify some details on these different points \o/

-> All of the ships have different firing positions for where their weapons are mounted. Each ship has a unique feel for that - as you unlock better ships and upgrade crew members, your arsenal quickly becomes stocked with autoturrets and support drones that take a lot of the pressure to fire at targets off of the player in favor of simply focusing on your task as a pilot.

-> It's definitely a collectathon, just in a less traditional way. We added collectable frogs this patch, the shops have various upgrades, there's over 50 characters in the roster to unlock alongside 20ish ships (and even more gunbuddies), and more stuff is probably going to sneak in before release. The task of figuring out how to even give the player the mountain of stuff there is to unlock has been a daunting one to work through- with ten story missions per chapter, if we give you a new character after every single mission we'll still have leftovers to hand out. It's a process lol

-> Hitboxes vary from ship to ship but in most cases the hitboxes approximate the shape of the ship at a scale of about 90%. Certain features like tailfins/spoilers or hanging antennae are not included in most hitboxes. The feedback we've received on this choice has been about 50/50 in favor of tiny hitboxes or large hitboxes, and the opinions across the devteam are split this way, too. 

-> FPS and framecounter are in the Settings menu. In the release version of the game they won't be enabled by default, but performance feedback is important to us! I hope the game gave you no troubles with framerate ♥

-> The resolution defaults to 1280x960 @ 4x zoom. If you are using a big TV or 4K monitor then it is possible to adjust the video settings manually in your savedata folder. If you are asking why the window cannot be arbitrarily resized (while keeping the same zoom factor, similar to games like Starbound or Terraria) - that is my fault; a lot of the game's UI is positioned manually and it would be a lot of work to correct it this late in development. It's on the list of overhauls that will probably come after the initial release, though. Depending on how controller support implementation goes, it might get fixed during that process anyway. We'll see.

-> I made that font myself \o/

-> Instant Text in the Settings menu makes the process of moving through dialog a lot faster if you want to skip through it.

-> I think one more demoday after this one should be sufficient for a demo to feel like a complete, playable test of the first chapter of the game for players. After that we'll be grinding out the remainder of the mission content and fixing up bugs and QoL to launch the game. We know it won't be perfect, but we also know it's important to finish things instead of letting them sit in development hell forever. 

Thanks again for playing and for your detailed feedback! We read all of the comments we get ♥