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Haia, I saw you had some bugs when using Lerp & Delta Time and I just wanted to give you a tip on how to use lerps more accurately!
The correct formula to have framerate independent Lerp is:
Mathf.Lerp(B, A, Mathf.Exp(-speed * Time.deltaTime))
notice A and B are reversed!
This should also stay within a 0-1 range as long as the contents of Exp stay negative!
There's more written up with graphs here: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-ler...
Nice game! The controls feel pretty good, though I couldn't select the different colors with the number keys likely due to a different keyboard layout, so I had to click on the buttons instead. It's good that you included the option. The shooting is a bit delayed and I was confused at first why I couldn't shoot.
You definitely put a lot of care into the game and it shows!
also shoutout to bayer dithering
The game turned out to be a lot more than I thought at first sight!
I didn't expect any characters, quests or long term progression!
I enjoyed all the names you gave to each character, it made them and their little quests more memorable.
I like the sounds, they are much higher quality than I would've expected
I also liked the details like each individual weapon showing up and animating on the ship, character eyes looking at all the moving ships and the disintegrating Unity logo in the background haha
Here's some of my feedback and suggestions after playing for a little while:
The camera in my opinion feels pretty disorienting and bad. It moves way too much. I often want to know how many enemies are following me, but I can't see any of them because the camera moves too far forward. The camera is just very jumpy in general and I think a more static camera would work a little better here.
The friendly mines are large and cover the player ship. In combination with the moving camera it's easy to lose sight which sprite is Shippy.
The controls can get a bit confusing, I think it's a bit glitchy when the mouse is also on the game screen. It's almost like the Shippy can't decide who to listen to, the directional keys, or the mouse.
I also experienced a few performance issues and hitches in browser at first, but it was okay after a bit of playing.
Recycling an attached weapon should probably also immediately take the weapon from the picked up box, since you're most likely trying to replace it, saves a click!
Instead of automatic targeting, a mouse controlled mode would be fun to try, twin stick style! Moving with the directional keys and shooting towards the mouse.
But I suppose that would make the range upgrades a bit pointless, unless they limited how far a projectile can travel...
Maybe also a fire rate upgrade? I think that one was missing.
Overall It's a charming little game inspired by the survivors genre, it's fun, addicting and easy to get into!
Thank you for all the feedback! I agree with everything.
I was hesitant with adding another restart keybind because I didn't want to overcomplicate the controls. I think a rework of the respawn system would be more ideal.
The small tubes would definitely benefit by increasing their diameter to better accommodate the camera and have "less sticky" movement inside.
Levels 4 and 5 were last minute additions and are unfinished because of it. I underestimated just how long creating polished levels is going to take. I'm aware of the strange camera behavior when upside down in the magnetic level. The entire magnet mechanic would need to be polished up, but I didn't want it to go to waste when it was already somewhat usable - just to include a bit more variety.
Thanks again for playing the game and leaving extensive feedback!