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(1 edit)

I played for some time, you can make something interesting from this concept. I think that the movement doesn't feel very good, especially when you hold two buttons, the character often moves straight and not diagonally. I guess it can be fixed by summing movement vectors or using some other code in movement. This situation usually happens when using if-else system. In my devlog you can find a comment in discussion about smooth movement. It's for Godot Engine, but maybe you can use that in Unity https://wans24.itch.io/pongus/devlog/139908/after-update-reflections-020 

Also, the game lacks some impact, for example some satisfying particles when shooting and destroying blocks. Maybe, I would make shooting direction separate from movement direction. For example, movement is WASD and shooting is left/right arrows, because now it's not comfortable to aim. 

And in a lot of cases you put a bomb near a big cluster of blocks, it blows everything up. After that it's easy to prevent aliens from building something, especially when you killed the builders, so the game becomes boring and you just wait for the timer to go off.

Thank you for playing and writing some feedback! :)

I can reproduce the problems with movement sometimes (using keyboard atm) but unfortunatly I am not using a if/else construct. Maybe a side effect from using the new input system… well, I will try to solve this problem.

Some temporary debris from the blocks… sounds good. Not sure if I can include it until the 30th but the next update will include it.

I do not understand the point of the timer to go off though… The timer just calculates the bonus points for clearing the stage. One always has to blow all block up or kill all of the workers. What did you mean exactly?

Maybe I should reduce the amount of bombs in the early levels. I will look into that as well. Again, thank you very much for your feedback.