Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wanted to give more feedback beyond what's already been said (and some insight into the issues I experienced): I did enjoy what's here and what can be accessed. The black hole situation an interesting framing device for what's, at its core, a pretty simple gameplay loop. It was confusing at first in that I thought I had to click instead of it being a timed attack, but once I figured out what was going on, it was clear to me it was well-implemented.

Now, I did have the aforementioned issues others have reported in that at a certain point, the progress bar with the "1/10" denoting the current size of the black hole stops working despite working initially. I was able to deduce from the way different perks behaved that it's not "destroying" the asteroids for whatever reason, and that it seemed to break completely once I purchased the first perk to increase asteroid "density" (but correlation isn't necessarily causation here). There's obviously a few ways to address that issue, so I'm interested in playing it more once that's ironed out!

What's here is fun, the visual design works great (I perused the press kit and the screenshots of further gameplay looked very nice with the "lightning chain" effect and the different color asteroids), and the balancing felt good for the portions I could experience. It'll be interesting to see where this goes from here!

Thanks for checking it out. You can play the non-web build over on Steam which doesn't seem to have this same issue. https://store.steampowered.com/app/3694480/A_Game_About_Feeding_A_Black_Hole/

(+1)

Ah, thank you! Egg on my face for not thinking to check on there for a demo. I'll check it out and provide additional feedback when I have the time.

Sounds good, and no worries. The main goal of Itch it to do exactly this and find players who might not see the demo on Steam. Thanks again for playing :)

(1 edit)

Played and beat the demo on Steam today and had a great time. I also had a chance to really hear the music and sound effects; the lightning in particular sounded good to my ears! Besides that, there were some points in the upgrade tree where a newly acquired upgrade felt a bit too powerful, especially the 2nd upgrade to how much the asteroids paid out felt like a big jump. At the same time, the pricing was still adjusted accordingly to keep things feeling engaging, and I imagine that once the full game is fleshed out more and released that things of that nature will be addressed.

Honestly, the only real flaw is that it felt a bit short, but I suppose that's the point of a demo. It did leave me thinking "damn, I wish that went on longer!" In terms of smaller things, it was hard to really feel like the poison asteroids were having any real impact once broken. It is a good idea and if it did have more visual-auditory feedback to it reflecting its impact then it'd be a smart way to make the player feel that they're being strategic when they go out of their way to break them.

Wishlisted it on Steam and looking forward to the full game!

EDIT: Also, I noticed people saying that you need to add health indicators to the asteroids... but you already do have them depleting visually! Maybe add a tutorial or other information source in-game drawing attention to this? I played on a larger screen, but I can understand how on a smaller screen it'd go unnoticed by players.