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I see, that is a bit harder to intuit as a player because I conceptualize bullets as distinct things once they leave my ship instead of being treated as a group where one hit “validates the rest”. If this needs to stay like this then maybe some unconventional rendering that groups the bullets visually might help with understanding? For example have them be connected together and back to the player and if one hits the connection turns green but if none hits the connections turn read and slap back on the player or something.

Alternatively, firing itself could always give you some fever so it would be more obvious that you have to turn shots into coolers efficiently, otherwise you’ll overheat.

I think that “always give some Fever” might be a good place to start. (Right now, it's directly proportional to Coherence, so shooting with zero Coherence gives zero Fever).

I see, that is a bit harder to intuit as a player because I conceptualize bullets as distinct things once they leave my ship instead of being treated as a group where one hit “validates the rest”.

Actually, they aren’t a group at all. Firing starts coherence drain and any bullet hitting any target stops it. (The state of this is visualized as the wavy part of the bar — each of the 3 quantities has a “temporary value/modifier” associated with it which is drawn that way, but each one has different rules.)