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A member registered Jul 09, 2017 · View creator page →

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It's meant to be more of a "enjoy the physics objects fly" game than a skill based one.

Thanks. It reminds me of marbles.

This comment made my day!

Thanks. It's not gravitational pull though, it's electronic charge. They do behave incredibly similarly though.

https://www.nuclear-power.net/wp-content/uploads/gravitational-force-equation.png

https://lpilen23.files.wordpress.com/2017/12/les-2-coulombs-law12-4-638.jpg?w=450&h=338

The driving feels good and you have a strong concept. Good job.

The driving feels good and you have a strong concept. Good job.

Thoroughly enjoyed it. The presentation and gameplay go very well together. I love how reloading works. Maybe you could have added a *click* sound effect on a finished reload and an empty clip though since I ended up trying to fire my gun prematurely a few times.

Pretty fun and I like how you interpreted the theme. Guess the time limit hit you pretty hard though considering the lack of levels.

Pretty fun and I like how you interpreted the theme. Guess the time limit hit you pretty hard though considering the lack of levels.

It was definitely worth giving a chance.

I really like the concept it really works with the theme. Biggest disappointment though is the fact that in a game called "Super Spacebar" I have to click play to start the game rather than press the spacebar.

Really neat idea. Love the presentation and atmosphere. Getting strong Robo Rally vibes.

Thanks. Physics is indeed wonk.

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Thanks, you're very kind. Really happy to see comments like this on my first game.

Thanks! The area of effect is effectively infinite. It's just more powerful the closer the capsule is to the charges.

Thanks! I had to make use of that Bachelor's of Engineering Science somewhere.

I think having the electric field lines could make the screen feel a bit cluttered and might scare people away. Plus then I'd have to actually model the shape of electric field lines instead of just typing out Coulomb's Law in Lua.

 Limits on drones or how many Coulombs you can use could have been good. Or possibly a scoring system which rewards using as few drones as possible.

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Thanks! Yeah it really is up to RNG whether or not you're going to have a hard time or a straight route home. A friend of mine recommended fixed levels rather than random but I wanted to focus mainly on the concept rather than level design. Fixed levels would be good for teaching mechanics though.

Ooh I really like the idea of the scrolling charge level and the different obstacles. There's a lot of polish that isn't there since it was a solo project and I didn't have a lot of time. If I came back to this I'd need to add a few things like charge caps as you said. I was planning on adding the initial force vector in the setup stage before you activate the simulation but never got round to it.

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