Unfortunately not (that I know of at least).
Rectus
Creator of
Recent community posts
Thanks for playing it!
Yeah, I forgot to put a distance check in. The ghosts spawn at set spawn points at the edges of the map, so it would be possible to get instakilled if you teleport onto one of them.
I made the ghosts should play a weak laugh effect when they get close to you to prevent them from creeping up on you. If you didn't hear it maybe I set the sound level too low or something.
I was planning on having more enemy models and more dynamic UI elements, but had to turn down the scope a notch. Regarding the juice, yeah, I think the player getting hit event in particular needs to feel more "severe". I probably should have used more screen shake in some situations. Also, It shows a representation of the hitbox in focus mode, but I don't think I made it clear enough. The ship model could probably use some detail on the center for the player to focus on.
Thanks for the detailed analysis. You've given me a lot to think about.
Good gameplay concepts and a nice amount of things to do. Both gameplay and graphics felt very unpolished though. In particular, the rod physics makes reeling it in hard while moving, and it's hard to see if you're damaging the bosses. I had the same issue with the angler fish as sedgr did. Still a pretty fun game.
A very fun and addictive game with a neat art style. Apart from the second-to-last level, most of the levels felt pretty easy. The guide arrows might be a bit too much help on most of the levels.
Also, nailed the landing: https://imgur.com/a/NG3mPzS
This is a very cool concept, and the art/music fit well with the game. My main issue with it is the lack of feedback to the player. There isn't much difference in how player and enemy ships are presented, and there isn't much impact when the player ships die, so it's hard to know if you're doing well.