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(1 edit)

Definitely a lot of potential with this. And I'm excited to see what you do with it.

First off, a bug I noticed. When you pause the game to abort with ESC, starting a new one won't happen until you enter the menu and back out again. Not exactly game breaking, but definitely a nuisance.

Took the poll. I think Power Ups would be a good idea as the next feature. Invincibility, Bomb(s), Magnet and Hyper Shot would be my priority.

A number of Suggestions, some QOL:

  • Have a total of 4 "ships" to choose from. These would give a little variety of gameplay and help assist on some of the emblems.
    • Standard: The ship we use in the demo
    • Wide: Uses a small spread of shots.
    • Laser: Like standard, but it's a narrow beam that deals bonus damage to clothing.
    • Homing: Fires shots that seek out enemy ships if they're present, otherwise fires forward.
  • Allow Love level to improve your ship's weapons or make that another power up
  • QOL: Have markings on the LOVE bar to indicate total levels and progress to next.
  • QOL: Keep all drops (love and power ups) limited to the current screen. Feels bad to not get a drop because your play area is moving down and the enemy is in the back when you kill it.
  • Add a "Restart" button to the pause screen. (and maybe pick a different button for that on the Web version).
  • Enable keyboard support. Honestly doing all of that with a mouse is very tiring on my wrist.
  • Add an "Ultimate Date" emblem for 100% Love, 100% Clothes and without dying.
  • Waves are currently randomized. Maybe adjust it so early waves don't include shooting enemies, and the enemies with tracking shots only appear in later waves?

I don't know how big of an ask some of those are. But I do hope that you like at least some of the ideas.

Hey, sorry for such a late reply, but I do actually read all the comments, and I really appreciate it! I think the ships would introduce a bit too much complexity/bloat for this game, but everything else is fair points, I'll work on it.