I would love a way to undo moves. Otherwise this is a really cool relaxing little creative game.
ajc11196
Recent community posts
I bought this almost immediately, I love endless shooters! I'm liking almost everything about this, it's tough as nails, has a super old-school feel, and there's a lot to it.
I don't think i can pick up Fuel, though. I fly over it, and can only destroy it with my guns, but can't refuel. Help with this, or is it a bug
Figured this out, you fuel p by going slowly over the fuel I would like the fuel patches to either be a bit bigger or to act a little faster in refueling. Not much but a bit here would be good
I mean, okay. I have never been able to win a fight. You at least need a tutorial, or something. Your answer implies that I can't shoot back at them?? I still don't even understand what is really happening when a ship attacks me. The problem is that the game doesn't explain what's happening for you to figure out, and an attack happens so infrequently that it's rather inconvenient to figure it out as you go. I play for a half hour and loose my progress. It's kinda a frustrating experience to play.
Do what you want with your game, but I really think you need some kind of explanation at least if how the fighting works. You didn't even really address any of my questions.
Hey!! I got this on catalog and loving it! I am wondering if we can maybe have two QOL things...
1. I like to play with just d-pad. Can we not have the "Use the crank!!" Activated all the time that the crank is docked? I'm aware, and it gets a little annoying to have to have it undocked to get rid of this
2. Can A also perhaps propel the player character upwards? This would really make playing without crank a lot better
Hey, bought the version with the sound, am loving it immensely. The exploration and the gameplay loop is great.
I think the combat is too difficult. It's to the point where I figure a run is over if I get hit by an enemy at all. I get a lot of rockets and try firing, and no matter what, other ships are able to bombard me with more tickets than I can reasonably dodge even without worrying about shooting them down, which isn't really explained or clear. Am I shooting them by targeting them with the X-rays and pressing "a"? If so, that is doable (I've shot enemy ships a few times I think), but the enemy needs to fire rockets less frequently, it becomes frustrating to be unable to dodge them more reliably. The ship is too large for the way the rockets come in from the side so close together, and focusing on hitting the other ship is too much in addition to this.
Of course, I really appreciate the work you're doing, and look forward to sinking in when it doesn't crash on me. I don't know how to access the crash report the other user posted, but can send them if it's simple enough to tell me how.
Didn't mean to sound rushy, just saw the last post wasn't replied to. Gld to hear you're workign on the project still, I think it's amazing
This is a great and fun version of Hack*match! Just what I was hoping for. I have two issues: 1, when there is a match, the playdate has a framerate drop. It would be great to mitigate this. 2, the current system doesn't register blockings that are made of four that should auto-clear. This is a much-needed addition! Other than this I love the game and different play styles. Would really love an "original" that moved down on its own, too.
Okay, that clarifies it a little, but I think that the meter needs to fill up faster and/or not deplete as fast. To use the boost you have to already be going fast enough and doing enough tricks that you don't really need to use it... I'm getting high scores, but I really can't fill that bar no matter how hard I try. As soon as I hit a snowbank and slow down I loose whatever I have saved up to start going again. I don't see how I'm supposed to avoid crashing into some snowbanks given I cant see the ground until it's directly in front of me--there isn't time to break, really if you have gotten air enough to do tricks. I love this game and the way it plays, but some of the mechanics feel at odds sometimes. I hope this makes sense. Perhaps cimmunicating this is the way the boost works before players spend their points on it would be helpful, too.
This does make the game marginally better. I really would reccomend there being at least three sensitivities if you'd consider it-- one where we were, one where we are, and one a bit higher. I just think it's going to make people happier with the game if they can control that a bit. Right now it's a bit frustrating to continually crash into exterior walls and not be able to steer the car to a destination without reversing or going in a wider circle when I don't line up my drift parabola *just* right. Another idea is tighter car turn-radius being a upgrade...? I'm just spitballing here
One more I would add is zoom out, so I can see the entire puzzle. This might make it too small for some, but navigation is a bit frustrating at times (just a bit though. Still loving this). It being able to recognize folder paths in the "Puzzles" folder would be great too, but not sure how realistic this is