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Nice work, it's a fun movement mechanic and the game is insanely polished. Only last minute tweaks I would consider are a few flow type things. You could reduce the amount of time you show the "Space Juice" logo, and tighten up the in-between timings when you restart a level. Seconds are precious here, especially if someone is flowing with the game. The delays are friction points. In that vein, when completing a level, you might just want to give a "next level" button, instead of having to go out and to the home screen, select the level, etc... Again, it's small, but if someone is in the flow, protect that. 

Another small thing to consider, is helping to indicate what is happening when you leave the "bubbles". It feels like the controls just lock up, which isn't great. But now I see that it's because there is no atmosphere, the rudder mentioned does not work. If the little "trail" would still whip back and forth as you steer, that might help. But then again, it might create other frustrations. All you need, really, is something to happen when the user hits left/right, visually, so that they know their controls aren't locked. Perhaps even allow just a really small amount of turn outside of the bubbles. That would both message what is happening better, and also potentially create some really fun and tense moments when a player is juuuuust able to get back in.

Great work, and good luck on the launch.

Yeah good point about the logo and level restart timings - I can definitely reduce those by quite a bit. The issue with adding a "Next Level" button is that the Story missions are not all sequential, with some optional missions that are branches along the main mission path. The other issue is that sometimes the story map has an event (after a specific mission is completed) that triggers stuff. So maybe I can force the player back to the main map when the there are multiple mission branches or if an event mission is completed.

With regards to the inability to steer in open space. I could definitely make a mention of this to the player in the first mission (tutorial), but I think it becomes quite clear that its a core mechanical limit as you play the game. I will think about adding an indicator or effect to the ship... but something this demo didn't have was items/abilities yet - there are abilities you can unlock later that will allow you to steer in space for limited amounts of time.

Thanks for the review, and best of luck with devving!