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(+1)

I realised that I am meant to pull the coins manually quite late. I actually missed the coins as a whole until I had lots of coin pickup sounds play at once (pretty satisfying!).

Protecting the core from the enemies and the upgrade tree were pretty straight foward, I actually have a WIP project that is insanely similar (also nodebuster inspired) so it was just instinctual for me lol!

I was also a little confused about how rotating and shield charge interacts. Does the shield not fill up if I rotate too fast/often, do I need to stand still. Similar issue with the coin pickups, do I need to constantly look at the coins or should I just rotate around to apply a little attraction every time instead etc.

UI info about shield charge and HP are rather easy to miss as well.

I wonder if making the rotation speed a upgrade on itself would be fun instead of having it rotate instantly.

Regardless of all that I've written, the game is pretty polished and has many little details that makes it really satisfying to play. I am suprised it isn't already very popular. I am pretty sure it'll get picked up by lots of players (and probably related youtubers) when it is eventually out :)

Also here is a random screenshot from my WIP as a context on how similar they conceptually are. Those blues come towards you and you shoot them for defense and getting coins, then spend those on a skill tree haha.


(+1)

Oh wow, for a moment there I thought that was a screenshot of my game lol. Looks interesting, good luck with that!


> I wonder if making the rotation speed a upgrade on itself would be fun instead of having it rotate instantly.


I tried something like that, people didn't seem to like it...