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(+1)

Thank you for playing and the feedback!

Without seeing your play session, it sounds like you might have run into an issue with the web player not scaling nicely to your monitor resolution (at least as far as not being able to earn any resources via the pickups and the cut-off).

I'm super torn on the "click to shoot" UX decision rather than just mouse-over and auto-fire. I agree with you that it would feel more tactile and give the player more feelings of agency over the shots, but the game is going to ask you to shoot likely over 1000 bugs across a few hours so I don't want to cause players fatigue when they need to click that many times to do the basic interaction. Mouse-over has been a common trend in a few incremental games I've played recently so I'm trying to follow suit with that design pattern.

Your feedback combined with others solidly points to an issue with players not feeling good about the basic laser firing mechanics though so I'm brainstorming ways to make that feel better.