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(1 edit)

-The main menu is really cool, there's a lot of soul there. 

-The ship builder's aesthetic reminds me of F-Zero GX, so hell yeah. 

-Played with keyboard.

Have you thought about making it into a voxel game? I don't know how this shit works, but would that make destructibility easier? The destructibility actually looks quite nice, but I think you could lean into it a LOT more and make that the main hook (I really like destructibility).




Rapid fire nitpicks / gripes (apologies if I'm talking about placeholders):


  • Resolution said something like "temp res" the first time I booted it up, UNPLAYABLE.
  • The colorblind settings are... interesting. If it isn't a placeholder, it's like, 10x more intense than it needs to be, and that 10x is literally ten times.
  • After choosing the memory card the camera moves, there's no need to though, it would look better if it stayed there and the game appeared on the desk or whatever.
  • Why call it "exhaust" instead of thrusters? I was confused why my ship didn't move because I didn't add an exhaust.
  • This is my biggest nitpick: why call the parts "weapon1", "weapon2", etc? Wouldn't it take the same exact amount of time to call it "Gauss Gun", "Photon Cannon", "Big Tuper Deluxe", and so on. I know, early prototype, but it would still make it easier to remember which weapon is which for feedback! The slow firing one fires WAY too slow for being such a wimpy little shot.
  • Just put the basic controls floating in the first room in the first dungeon instead of having them show up on launch (I know that's not final, but it still would improve the demo).
  • FPS shows up as -2.222223 E13 or whatever on pause screen, literally unplayable.
  • There doesn't appear to be a way to get back to the main menu from the "want to create a ship?" screen if you go back to it from the pause menu.
  • The enemy spawners with numbers on them look too much like exits for the player.
  • I'm not sure about the slot machine as a concept / how it fits the vibe of the game.

Thanks for playing, I'll reply in a todo style list so I can easily add it to my todo list.

I'm glad you enjoyed the menus, it's about the only content at the moment next DD will be better now I'm not stuck on menus and design, I don't really want to mess with voxels but I get what you're saying, the destruction is easy to do at the moment, I don't think I'll ever hit performance issues with it, I also haven't studied anything on voxels but I think it's a plan I had to have from the get go, it might be too late now engine wise, I think there's little to gain with it, and yeah the destruction is something I want to lean into, but I have to be careful as it creates an absurd amount of clutter.

  • I'll fix that temp res soon, I actually thought it was fixed but it's to do with the settings loading I think it actually might be just a display refresh I need to do.
  • I was told these settings don't actually help colourblind people, so I left it there to get some feedback with it, I think it's to see what others see with that type of colourblind so you can alter your game's colours to meet those requirements, which since I have it there it'll be good when I get more content I can go and tweak everything.
  • I wasn't sure what to do with that part, I'll probably end up leaning towards putting in a disc and you select something on screen, I've had a few people wanting that now but I was trying to keep the OG design, I'll revisit it when I have more modes.
  • You make a good point, it originally was just the exhaust but it's turned into more thrusters, I'll have to change that.
  • They're easily editable on my excel sheet, I'm just lazy and I need more projectiles, I still gotta tweak things with them but I'm not too phased, I'll probably do that when I start making more projectiles, which I think will go well when I do abilities over the next 2 months.
  • That FPS bug is because time is set to 0 so it has a hissy fit, I'll probably default it to just a dash.
  • I think it's time to put in the back button for controls to escape menus, my friend was mentioning this a few weeks ago, so it's become a needed thing now.
  • You actually make a good point for those spawners, I'm not sure if there's much I can do about that, I could change them but that wouldn't really resolve the issue, I might need to add a red light on it or something, or change the neons to red to show it's "bad", when I eventually get more of the level's themes in there's going to be more logic to the spawners, such as coming from vents, getting shot out of infestations .etc.
  • It's going to end up being a rarity for that, it's not supposed to be as frequent but I don't have enough content for the shops to have any variety, and the slop machine was just something I wanted to put in for fun same as like a roulette table, they'll probably show up 1 in 200 generated rooms realistically, and those type of games I can whip up in a day or so.

I've added these things to my feedback list to help shape the future of the game, thank you.