Thanks for the input and I'm glad you thought it was cool! We had a ton of things we wanted to do with it. It was our first game though, and we didn't give ourselves a ton of time to make it, so along with the time it took to actually learn how to use unity, we simply did not have enough time to implement everything we wanted to. For one thing, we had to kind of slap together the battle system; originally the player was supposed to have way more control in battle, but we didn't get to that. Additionally, we had no time for fine tuning, which is why the resource production is too high and it's kind of impossible to lose lol. Once again though, thanks for playing!
ICA910
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We had big visions for this game. That was one of them actually, giving different ships different strengths, making the player have to sacrifice more for bigger pay offs. Unfortunately, it being pretty much our first game, we just couldn't implement everything we wanted to in the time we gave ourselves. I'm glad you liked it though!
Nice idea. Kinda hard. I see you wanted to make this a rage game so spot on there. I would like to point out that the game doesn't need each shot to be a separate click: you can hold down the mouse button and the ball immediately jumps when it becomes slow enough. I don't think this would be a problem EXCEPT for that if you jump straight up, the ball becomes momentarily stationary in the air, effectively allowing double jumps. It also means that if the ball is rolling up a hill and stops, you don't have to do any careful timing to hit it while it's still on the hill: just holding the mouse button down shoots it for you. Probably not something you intended. Awesome game though