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(+1)

It tried a few times, but I didnt really get the hang of it. How I imagine the game loop is intended to play out is that you complete a loop, resetting the timer, and then go again, but as you get better you can try taking more and more meteorites. However practically, I never finished a loop, and taking meteorites was very janky. I would've wanted the debris to just get pulled to my ship, but instead it flew around aimlessly, never to be collected by me.

What I would consider is having smaller loops, which offer less rewards. Perhaps after a few loops or so the collapse and the player is forced to do a more risky loop, or perhaps a bigger reward pulls players in. Some food for thought. I also would consider making the rocket more leinient, perhaps speed up over time. That increases the chance you get the satisfying "barely made it" feeling.

That being said, the game actually played very well. Controls are smooth, feedback on player actions strong, and the overall look is great. Not to mention the music which is a true bop! All in all, lots of potential, and really well done!

(+1)

Thank you for playing! The missile chase is the key part of the game; the timer is a warmup to get in the groove before it spawns. It is possible to outrun the missile without the need of the powerups, but it is challenging. I was thinking about having a small radius where collectables get pulled in, so I might just implement that in the post-jam version of the game. The loop itself is just there to facilitate the chase, but maybe completing a loop in the future could offer a larger score bonus? Maybe a score multiplier? But thank you for your feedback, I really appreciate it :)