Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+3)

I hadn't noticed the vertical speed decrease for the bigger fish, I actually expected it to move faster vertically instead since losing 0.5 HP instead of 1 is an OP advantage already (the bigger hitbox wasn’t too much of an issue for me), but that's your game, I hink your design choices obviously make more sense than mine.

Regarding the compliments, thanks again! But really, I spent the first day and a half just planning the game’s mechanics and UI with mockups, so once the system for creating cards and a few sprites (reused everywhere) were done, making the game wasn’t too time consuming. The game literally has only four different screens with only cards in them and a simple graph to break the repetition. I even had time to add some quick jazz tracks from an old FL Studio project in the end.

I think once a simple game like this is well-planned, you don’t have to grind too much on implementation (though I have to admit I did run into a few problems I completely overlooked during planning). Also, experience plays a big role in this as well, I’ve been working on my own Unity projects for about seven years, and I sure was not this efficient at start, but with time, developing games does get easier, especially when you’re dealing with simple visuals and don’t need to spend much time on sprites or animations.

Sorry for the long reply, I got carried away a bit... I’ll keep it shorter next time if needed. Thanks again for the kind words!