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(+1)

Great ideas, thanks! Yes think upgrades make a lot of sense, will look at adding once the core game loop is enjoyable. I didn't want it to be too hectic to start, so sounds like it needs some balancing in relation to timings, wave size etc. In relation to you last idea, could you explain? Currently planes need to rearm when they land if they attacked after takeoff. I added 2 fuel slots rather than just fuel = true/false (like damage) as I thought it made a more interesting player decision eg refuel now or risk it and do later.

I was thinking it would be nice to have a sort of Combat Air Patrol (CAP)-style thing going on, that way you could preemptively handle an incoming enemy should you get caught off guard, or fail that, the ability to stage a plane or two to launch with a single key?

 But with other changes to timing and such that might not be an issue, but it was definitely something I had been wanting while playing this. It also may have been my misunderstanding of planes, as it seemed like planes would land while retaining their color/armament, just needing refueling/repairing; I do enjoy the idea of deciding if you want to refuel now or later, it's something I picked up after a run or two!

Thanks for the quick reply, I wish you luck in your continuing development of this!

After another run I found mix results on if a plane would need rearming or not, but I think that was just unclear if it was actually able to intercept the enemy or not. Sometimes they came back uncolored for rearming, sometimes they didn't. Probably just me being dumb!

(+1)

Yeah it seems a confusing mechanic that doesn't really add anything, think for consistency I will make all planes need rearming when land. I do like the idea of queuing up small squadrons of planes to launch on a key press, it really rewards players for planning ahead. Will have a think about best way to do it so player has enough info to make the decision (eg allow player to think - aha I should have 3 reds ready to go!)