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(+1)

A crunchy, sophisticated action game that works well with the theme. Loved the graphics, hated the sound. Kenney has some sci-fi sound packs that would have helped a LOT here. 

Some specific notes:

  • In level 6, I couldn't get the rightmost "locked" generator because one of the prerequisite generators was invisible until after an enemy had killed it.
  • overall, I found the process of losing and rebooting generators so tedious, I started focusing more on luring enemies away and leaving everything 90% repaired so I could tag them all in a row when I was ready. Are these the intended strats? Or degen tactics?

I think you could probably get away a "bugfix" that lowers the volume of some of those sounds, and maybe add some code that checks if a sound is already playing before it plays so you don't get 20 of the same sound playing simultaneously.  Just make sure you clearly label it as a bugfix in the description!

Thanks a lot for playing and for the detailed feedback!

The sound criticism is totally fair. I definitely overdid some of the SFX volume/mixing, especially when multiple things happen at once. 

The invisible prerequisite generator in Level 6 definitely sounds like a bug, not intended behavior. The locked generators are supposed to become available only after the surrounding generators are active, but all prerequisite generators should always be visible and readable. I’ll look into that one specifically.

As for the “leave everything 90% repaired and tag them all at once” strategy: that was not explicitly intended, but it’s honestly a pretty clever  tactic. The intended loop was more about balancing repairs, enemy control, and routing between nodes, but I can see how the repair/break cycle becomes tedious and encourages that kind of optimization. That’s useful feedback for tuning the repair system and enemy pressure.

And thanks for the Kenney suggestion. I’ll definitely check those sci-fi packs next time; better audio mixing and sound selection is something I need to improve.