Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Amazing game! I really like the look, mechanics, and replayability—one of the best I've tried on PICO-8.

After a lot of rounds, my Onslaught high score is 3,710. I think the difficulty is spot on, as it scales well after reaching the last charge.

My only wish is for more abilities, so that they get less repeated during a round.

Also, to add to the experience, perhaps you could unlock Onslaugh after beating Survival, and Nightmare after reaching a certain score on Onslaught. This way, players have something to look for other than getting a high score.

Edit: Additional feedback after playing more.

  • After getting the last charge on Onslaught, I'd prefer not to be asked if I want to continue (instead, maybe move that option to the menu). I've ended many games by mistake.
  • I wish the Mimic ability didn't copy an ability that it's already copying. For example, if it's copying Split, and I swap with a crew member that also has Split, I wish it chose another ability (if available).
  • Is there a way to show the difference between "attacker" enemies? So that we can plan ahead, instead of waiting for them to shoot.
(+1)

This is some great feedback! I definitely wanted to add more abilities but I hit the limitations for the amount of code that fits on a Pico8 cart (and my ability to optimise it😅). So I might need to consider porting the game to a different engine if I want to take this idea much further. Unlocking the different playmodes might be possible though?

- I agree I should probably just always let the player keep firing after the last charge in Onslaught+. It was a weird holdover from when I was first experimenting with having an infinite point scoring mode.

- I personally don't mind the Mimic sometimes re-selecting the same ability sometimes, as I feel that's the risk/randomness of performing a swap with that ability active (like a physical dice, sometimes you roll the same number twice). But I'll keep your suggestion in mind if I make future tweaks. 

- I also agree that the visual design of the special enemies makes them look VERY similar and I sometimes forget which one does what if they aren't actively about to attack. Either that or post a little visual guide/cheat-sheet for identifying each of them