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Yeah balancing the rate at which fuel disappeared was a little tricky. Initially they did stick around for longer, but the problem was it made the dash less useful since there was ample time to kill all the enemies and then collect it before the next ones spawn, so I decreased it from 10s to 7s. I should have revisited it though because after that I updated the spawning script to double the rate at which the director gained credits (spent on enemy spawns) when there are no enemies active.

Honestly balancing in any way is tricky, especially considering how little time we had.
Overall it's good tho!

Agreed. I probably only spent an hour of time actually balancing with the rest dedicated to development. Had to gut a good amount of stuff from the initial scope but thats the nature of game jams with this limited time frame I suppose