Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Looks really neat and consistent! The artwork is chosen nicely and I realy liked how the planet moves in response to my cursor input. I like the sound design and especially the tactile card handling. Bunching all card interactions into the same drag-n-drop modality was a good choice. 

The atmosphere felt like that of a typical oppressive sci fi movie about isolation and mental deterioration (some might call it "decay") and I find that the music really added to it, as if someone was listening to a Spotify playlist titled "don't hang yourself" while working overtime in space. 

I would have liked more interactivity and control over what the gun is doing, since I lost a lot of shots to poor target selection. Additionally, in mission 3 or so, the ships started to move really fast all of a sudden - so fast that I could not have stopped them, even with a full hand of ideal cards (which I didn't have either way). Felt unreasonable, compared to the numeric increases serving as difficulty spike before. 

Overall I think this is a cool game which needs some tweaking and should be continued in a post jam update!

Note: I had a hard time reading the hints for each ration, the font just blends with the artwork. 

(+1)

hey, thank you a lot for such a detailed comment!

yeah, i really wanted to make the static art feel more alive, so i’m glad the planet / cursor movement worked for you. small parallax-like stuff is simple, but it can add a lot of life to otherwise still images

also really happy you noticed the card handling. i wanted all card actions to stay inside one drag-n-drop language instead of turning into buttons everywhere, so it’s great to hear that it worked

about sound — thank you! i still feel like the sound design is not fully where i wanted it to be. i would like to add more ambience between missions and make UI interactions sound better, but the music was very important for me. a lot of the game started from the mood of the soundtrack, and only after that i started to understand what kind of place and story i wanted to build around it

about mission 3 / the fast ships — yeah, fair point. the idea was to create this wave-like cosmic ocean pressure, where some threats are not meant to be solved only by shooting, but also by saving shields/cards and playing them at the right moment. but i agree it can feel too sudden and unreasonable right now, so there is definitely balance work to do there

and yes, ration hint readability is a real issue too. unfortunately it seems to happen more on screens below 2K resolution, and i mostly tested the game on a high resolution screen, so some UI scaling/readability problems slipped through. that screen definitely needs another pass

if you want to try later missions or see more of the game without getting blocked by balance, you can use the debug launcher: press F10, choose mission as the target, enter the mission number you want in the mission field, select the Full Upgrade ration/modifier preset, then press Launch. it should let you start any mission with stronger upgrades

thanks again, this feedback is really useful!

(+1)

Thanks for the hint, I will give it another try later! If the increased wave pressure is by design, maybe I can push through it by the right combination, the shield just didn't seem to work very efficiently, but maybe I just botched it in my first playthrough... Will see later!