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Thanks for your feedback. I agree with all of  your points. Most are already in work. Some are due to the fact, that this is a mobile-focused version; I need to close the menus because there is no space for multiple menus beside each other on the small and narrow mobile screen. The plan is to finalize and release the more casual mobile version before adapting a proper PC version with the same gameplay but more fitting game modes, a dedicated UI and more space for all the details, numbers like ship and weapon stats, and statistics.

Thanks for replying

I don’t know what engine you’re using to make the game but, in Godot at least, you get some information on what the user’s machine is, so you can for example hide some menu options if the game is running on a mobile device. If the engine you use supports it, you could do something like that for the menus (auto-close them on mobile but leave them open on browser/desktop)

Also, I tried the mobile version and I found some buttons (start, reroll, close shop, …) pretty difficult to click reliably, it takes a few tries usually

Yes, I'm using Godot. And I use the features to detect OS/device, as well as screen size and inputs for some things already, especially controls and ui. It's less about technical limitations and more about priority. I just did not invest the time to optimize and polish in that direction yet. It will come soon is what I'm trying to say, I guess. I'll gladly use your inputs for that. For now, I'm just focussed on solving those problems in the mobile version and make a proper and shippable game out of it.