Skip to main content

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

In game notes

  • Opening had a lot of quick camera movements, tone it down and smooth it out
  • Controls and menus are nice, very satisfying
    • BUG: If you click off the game during a camera transition, the camera will get stuck. This can softlock the player
  • Wish the weapons had more distinct names, but I like the ship builder screen.
  • The breaking of walls and dead enemies is nice, but the physics seem a bit bugged, or underwhelming
  • No SFX on my own gun is kind of lame
  • I found I could spawn camp enemies easily
  • Boss entry is cool, but he dies in one hit
  • The fast paced track with the high-hat is a jammer
  • Sometimes enemy shards get stuck in front of the player

After play thoughts

There’s the bones here for a good “binding of issac”-like, but it just needs a lot more content. I was enjoy the gameplay, but without the slow drip of items and new enemies, it quickly gets samey. It seems like you have a good framework built though, so hopefully you can start adding that in easily.  Flying around was satisfying, the music was good, and everything mostly worked. Just needs more content.

Thanks for giving it a bash, I'll reply like a todo list so I can add more suggestions to the list of tasks I have to do.

  • Yeah they're rough, I'll do a polish pass on it later when I add a skip cutscene in I'll give it a once over.
  • You're the only one to find that so far, it's just in the initial intro as far as I'm aware, it's a minor bug that will be fixed when I get the skippable cutscenes in, that's low on the priority list at the moment.
  • The names are all just debug list, I'll be sure to name them when I add in more bullet types and particles, it's almost time for that though.
  • I'm not sure what happened to that physics, I think it was when I changed the power of the bullets when I split all of the ship parts up, when I do the weapon names I'll give that a look, they were blasting out but those barriers also need a fix as the roof just stays mid air which has annoyed me for a long while, they are placeholders, so I might do a pass when I add in particles.
  • I didn't get around to dragging the SFX into the gun, I also think part of that was because guns are assembled in game, I might have to upgrade my excel sheet for the SFX now that I think of it.
  • The difficulty was too high the previous demo days I had a lot of complaints, eventually when I do the new generator, that will adapt the difficulty to the amount of spawners and how many spawn out to prevent camping but that won't be for a few months yet.
  • The boss is tunes for the first tier weapons it does get progressively harder on the 3rd floor but it's only x4 difficulty, which is part on me for not explaining things, that will come when I put in the difficulty selector so people can tune the challenge.
  • The enemy collisions might have to be tweaked, I personally found being jammed by debris one of those "annoying realism" things, I think what would fix that is if you can push it but it's a bit weightless so it doesn't stop the player but semi-slows them, that I think would be a good balance.

I'm glad to hear your thoughts, you've given me a bit to think on, it's at a place I'm happy with to add more content because it's now mostly bug free, I'm also glad the handling was feeling better, the ship does micro tilting in directions that you can't really see but I think it adds to the feel, I'm also going to add a weighted mechanic so if you are a light ship, and you have a big gun it adds more pushback, you probably notice that now, but it's kind of place holderd.

Next demo day I wanna have the incremental stuff going with a few more enemies, it might feel like a minor update but then after that it should feel like a larger update because I'll have more core work done on it.

Thanks again for playing it.