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(+1)

Had a bit of a rough initial experience. I played through a round, and ended up getting lost in space somewhere, never to return to the asteroid space. Another aspect was confusion around the progress bar. I understood what the effectiveness and instability were, but I didn't get what progress was about. 

After getting back to it, I managed to get somewhere this time! I must say, having camera controls would be nice, sometimes when I rotated the ship my controls would reverse! Also you can aim the laser away from the asteroid you are hitting and there's no reprocussion, which is kind of weird. Finally  I will say though, the laser graphics are cool, and the asteroids look quite good. Basically, most of the graphics are quite good (especially that fresnel effect, great way of indicating the lock-on mechanic!) I also like the idea of mining simulator, but I didn't particularly feel at risk. Sorry if the review sounds a bit harsh, I guess I just ended up running into quite a few problems. Still, nice work!

(+1)

Not at all! Your feedback is very constructive and very much appreciated. I'll definitely work on communicating better through the UI and other visual queues. (Explaining the bars, having some indicator to lead to an asteroid cluster, etc.) As for camera controls, I was going for a top down 2D vibe but I hear you on that and will experiment to see how rotations could work. I tested strafing early on but that felt even worse without camera controls lol. Unfortunately, I had more risk elements that I had to cut due to time constraints, so I completely understand your take. Thanks for taking the time to check it out!

(+1)

That's good! The top-down 2D style could absolutely work, the camera would just need a little adjusting. I can totally get cutting stuff on time constraints, I had to cut a mechanic where there were two different lasers in my game  (one adjustable in the foreground, one adjustable in the background) but it didn't really pan out that way.