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while the art is a bit inconsistent (linear filtering for pixel art is not the best look), the gameplay itself is really solid and i could see a lot of places where this concept could go, it was really enjoyable to play to the point where i beat every level. there was one bug which was that sometimes it seemed as though i would get launched at double the usual speed if i hit the asteroids at certain angles, but i did really enjoy this one despite this, especially with it being a puzzle game that doesn't ever have one correct answer. good game, could've played 10 more levels if they were there!

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Thanks so much for the feedback! It's really good to know about the double speed bug and we're so glad the initial concept seems to be fun for people! We were also wondering: What do you mean by linear filtering for pixel art? We’re both still very new to pixel art here, so any explanation for that would be hugely appreciated so we can get better! Thanks again for taking the time to play our first little game!

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alright so unless so at least to me the sprites all appear a bit blurry, they don't have the sharp edges that you'd expect with traditional pixel art. i see you used godot which has linear filtering built in. for pixel art you want nearest if you don't want the weird bluriness to show up. you can change this in under each sprites "texture" property, or before starting a project where you don't want the bluriness you could go to the import settings and change the default filtering to nearest (it's set to linear by default, which works better for something which is high-res and has curves for example). ultimately it is a stylistic choice so it's up to you, but i find that most newer developers don't know that their art can appear crisper if they are going for that pixelated style, and it really helps to give your spritework a higher degree of professionalism if that's what you're going for. hope this cleared it up!

Oh, that makes a lot of sense! That's super helpful and so appreciated, thank you again so much!