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(+1)

Glad you enjoyed the game and that you found our GDD template useful.  To your questions - the WebGL build had a size limit, so unfortunately, we had to cut the video tutorials from it to meet the deadline - one of which explains the boost bar.  Same for enemy damage and shields.  We couldn't get them implemented in time, so you're right there's no penalty to just banking right away.  Using the hover ability is a perfectly valid way to play.  The pitch mechanics look more interesting seeing all the orbs scatter like stars - but we wanted to give the player options to avoid motion sickness, which is why the reset and stabilize mechanics also exist.  As far as quota, that's a fair point.  We could have been more explicit in that.  The lower one is meant to track how many quota discounts you current have, as these are applied to all levels, whereas the top has your current mass (center) and target mass (outer ring).  In terms of win conditions, there are also a few secret missions - items to find without gaining mass, or speed bonus without mass.