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I guess you went a bit overboard with your scope, as a fellow solo dev, I can understand that well, one of the hardest thing to learn when you're working with a deadline as tight as 9 days is to determine what's the minimum viable product you should aim for, and which features to cut if you're running out of time. It's still nice that you submitted it, and I guess you already learned a lot while implementing whatever you could.

For actual feedback, I can mainly reiterate the things others already pointed out before:

  • Some sense of speed and altitude would be really helpful, either by having a different terrain texture (that you can see how close it is and how fast it's flying by) or some kind of a HUD, which could strengthen the feeling of piloting the ship.
  • I couldn't see where the turrets are, so it was hard to get out of range, but the dodging seemed to work fine. How did you implement that? Did you track actual projectiles that the player could dodge?
  • After moving around for a while, the ship seemed to move not forward, but stuck in a diagonal direction, probably some bug with the force calculations?

Anyway, there are no bad results if you're learning in the process, and keep on doing it, one day I'd like to see this completed! :)

(+1)

thanks for the feedback! the turrets were implemented by a raycast (where the target position was being lerped). i wanted to add physical bullets just for the players to see them (but the collisions will still be handled by the raycast) but somehow i just couldn't get them working in time. i noticed that the ship starts drifiting in random directions too. i couldn't fix it with code, so i just made the game prompt you to either use turbo or the brakes to negate this. going forward i'll try fixing this too. thanks again, i'll definitely take into account all the feedback i'm getting here while completing this game!