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(+2)

That's a good tip about the hitboxes.  Looking back, the ship hitbox is just a box and goes to the very tips of the wings.  Probably a little excessive.  I think the asteroid's hitbox is also about the size of it's mesh.  For blink, I wanted to add two things: 1. making it so you can't blink if something is occupying the space (and a UI indicator for this), 2. a bigger, more obvious blink target to show where you're going to go.  Think that'd be enough?  It's especially bad when the mechanic requires you to use it when you can't really see it, lol.

(+1)

For blink, you can make it so that the camera looks from above while selecting where to go. Or, you can design the levels in a way where there's a decent amount of space behind the blink target. Maybe consider making blink not instantaneous and have it be more like a phase-through dash ability?

Oo, I like the top-down camera.  That would have been perfect!