Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

kpreid

5
Posts
11
Following
A member registered Mar 26, 2020

Recent community posts

I couldn't figure out how to lay an egg at first. The instruction "Fly over worker cell" didn't tell me I needed to stop over the worker cell. 

I think the #1 thing this could use is crisp visual cues for what regions are drop targets.

This could go somewhere interesting, I think, with better UI and gameplay tweaking.

The ship-building could greatly benefit from some UI refinements such as displaying a preview of the ship you're building at all times, flagging when you have a synergy or not, and allowing viewing all of the part type lists at once (rather than having to exit out to check if you have a match).

Controlling the entire fleet with one cursor was a really interesting challenge at first, but then as the lasers got longer-range and the ships got faster, "hold still in the middle" became a better strategy.

And if the combinations somehow visibly affected gameplay, that would be cool and tie it together better. (Ghostly alternate universes with ships taking different routes?)

Neat concept. I think it would benefit from some sort of difficulty control or slower pacing, because I got the idea of what I needed to do but just couldn't both plan and drag things fast enough to make it happen.

This feels like it could be refined into a very nice game with a simple concept. Right now, it's hard to tell what's going on (what needs attacking/dodging versus what needs collecting) with the bright blue shield circles being the dominant visual effect.