I had a fun time playing it, I have awful timing though. Unlike some others stage 3 gave me the most trouble rather than the later stages. Planet sized golfing some big Futurama vibes which is a +1 from me
NykolaR
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the invisible wall was a bit frustrating, but it was better once I was staying on the inside of the map rather than the outside. Once I figured out about stacking the same modules on top of themselves I got pretty overpowered which felt nice, was rewarding to plan out the ships structure. I feel like the movement in the game was interesting, and it makes me wish you had to fly close to the modules to attach them to your ship rather than being from anywhere, to emphasize ship movement through enemies more. Nice work!
surprisingly the game is winnable by destroying the intruder, but the fight over balancing was a struggle in the last hours, will small changes making it extremely easy or extremely difficult to win. Unfortunately it ended up with the intruder being pretty overtuned and the spawned enemies being undertuned, so it is pretty hard to get a win without some good luck. Thanks for checking it out!
nice work! It took me a little bit to figure out what I was doing, but once I did I was starting to rack up some good points. Agree that the goal of gaining highest score is not super strong/compelling, maybe if there were some mechanics that penalized you in some way for not scoring enough/second so that it incentivizes the player to take action
Thanks for checking it out!
Sorry that the ESC was a hassle, it was mostly leftover from when it was going to not be a browser game, but then I left it in and only released in browser. I'm planning on doing a little upgraded version of the game in the future, I'll make sure to add a confirm quit menu
Can confirm I spent too much of the 48 hours trying to balance it, but it was always a super fine line between not being able to lose and losing too quickly! I decided to lean towards the game being a shorter experience since people would be playing many games this week (and I ran out of time for a few aid ideas I wanted, like limited "bombs" that could completely clear a large screen area). Thanks for playing and the feedback!
I like the idea of the customizing character, but ended up going with full style on each level to get the 100 points 100% completion. Fun game, and I agree with others in that if the character skill selection was more prevalent/taken into account with the level design, it could become a cool platformer/puzzle game!