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Underfunded Scientist

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13
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A member registered Aug 10, 2020 · View creator page →

Creator of

Recent community posts

Thank you, I really appreciate it, it's amazing you featured it in a video

thank you so much, ya I agree the UI needs the most polish currently. I really appreciate your support. I'm glad you had a good time. 

I think the controls feel better playing on Android but the game is identical to PC otherwise

seriously so much fun, everything about it is so unique. I would love to see this game get some more love and polish. The learning curve was a little rough , it helps that all the controls are on the mouse in one place. keep up the great work

My pile of corpses is a true inspiration like none other

i love how the parachute flies away , such a nice touch. keep up the great work

keep up the great work my friend, really huge undertaking trying to make the same game with 3 engines. super exciting project

Thank you so much, i look forward to seeing you play again now that you know a little more

i had to stop playing so i could say i loved the sound effects, i could picture you recording them XD

keep up the great work, your incredibly talented 

Your fine, it stung a little but like i said i agree with most of it, thank you, im glad your sticking around for the journey . i just turned up the volume on translations, cut the slow mo time from 2 seconds to 1 . and changed the unlocking of new weapons to happening on level up rather than first purchase. these changes wont be uploaded to the build though untill i have some more to go with it 

Thank you so much for the great feedback, seriously I just want to start with the game is still very much a work in progress, and I agree with nearly everything you. I feel like all of your points deserve response.

Enemies can out run the player at max speed but have lower acceleration. To discourage players from running in a straight line forever, if you try to you will certainly die, although death currently has no penalty other than respawn. to avoid the enemies (assuming you are not powerful enough to easily kill them yet) you have to change direction often, make sharp turns and cut close to the enemies. I can legitimately make it to level 4 without taking damage. if you circle an enemy close enough they wont ever be able to catch you. but be warned , to prevent exploits enemy spawns are random locations, and from above so the player cant just circle enemies constantly to avoid damage, it takes active avoidance not just run and shoot behind you

Now I do understand I'm the dev so I'm going to know exactly what to do to win but I feel like with trial and error the learning curve wouldn't be too bad if I communicated the goals , threats , and tips to the player better, which brings me to the UI and Translations. I do apologize for lack of communication. When it comes to volume its been hard to decide how loud everything should be, I thought translations were quiet also so I will definitely make them louder, I've been changing the pitch all over the place trying different things and that's only mad matters worse.

Asteroids need only to overlap the stars in anyway, they don't have to go through the center necessarily and I don't want it to be easy to get asteroids to the home star for a few reasons :

  1. Its free Gold Per Second your increasing every time you bring an additional asteroid(you can legitimately sit in the menu and farm gold) 
  2. There is no limit on the size of the star or the gold per second upgrade
  3. every time the star grows it gets way easier to hit with the asteroid, after a few you legitimately cant miss, and even bigger and you can just straight fly through the center of the star while towing 
  4. Asteroids used to only move in 2D when towed and I changed it to 3D for more complex movement , to attack and defend with, as well as to make delivery harder to hit the target, it was far too easy before  

The Alien chatter and translations are being brought into the game to replace a lot of the ugly UI . I Also hate how the store looks, it used to be more condensed , I just separated all the skills into the separate attributes that are being affected and i wanted to get something up and ready to use the new split feature I'm sorry it was confusing but it is at least color coded and labeled .

The Player starts with cannons unlocked, you can upgrade its rate of fire, damage , and number of projectiles separately , with no limit .I do not understand what you mean by "and I didn’t realise until a few rounds later that the cannons automatically fire on a set timer" all the weapons have a set fire rate, and that fire rate is upgradeable . you can either shoot in a given direction by pressing or holding an arrow key in a given direction, or my clicking and or holding the left mouse button to fire in the direction of the mouse. 

when any shoot button is pressed or held all weapons that are unlocked will shoot on their given fire rates

Missiles are unlocked for purchase when the player is level 1 but not unlocked for use until the first time you purchase it, which as i type sounds ridiculous, so ill be changing it to being unlocked upon the level up in question but still not available to upgrade in store until that respective level

Plasma has the same rules for unlocking and purchase so ill be changing it in the same way as missiles, The plasma looks like a bubble with lightning in it, i honestly just started reworking the look of it and its not finalized . It does the most damage per hit and bounces when it hits enemies rather than just being destroyed.

Im glad you liked the feel of the tether , I worked really hard to use a cable component in a pretty unique way to be able to tow the asteroids with what feels like space physics.

I agree I need it to say Level Up, and am already working that into the game and I agree the time dilation does last a little bit too long, I'm shortening the time that it lasts and adding a kill streak system, that gives more gold and quick short slow mo at some key numbers like 3 5 7 idk.

I definitely have and am still putting my heart and soul into the game, i update weekly , work on it daily  .

Thank you again, sincerely I loved all your feedback and I seriously hope you give the next update a download

(and that you stop trying to run in a straight line, do some evasive maneuvers , I promise you'll break those Cubes ankles)<3  

Keep up the great work, im a huge fan of the genre and this is an amazing addition that definitely stands out. I love how movement is turn based but the projectiles are not. like i can shoot and dodge after . keeps me in the action