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(4 edits) (+1)

Really great update team! 

  • The radar works great, massive improvement, no notes ^-^
  • Same for barrel rolls, love it! 
  • Beam Pyramids are annoying as hell... in a good way! Could see them having a spool-up period before they start beaming (or increase it if there is one) with a very obvious tell, there were a few points where 2 showed up right in front of me and immediately started blastin which felt a very slightly "unfair" but more importantly just a bit visually janky
  • Is there a world where Beam Pyramids blow up if the rock they're on explodes, but don't give resources? Felt weird that they'd hang there afterward, but obviously if they still reward you than you'll always just explode the rock. So withholding the reward but blastin em at once feels like a nice middle ground potentially
  • Kamikazes could use a more obvious tell. They didn't feel unbalanced or anything, but I also never felt very aware they were coming before they were already on top of me. Could be an audio thing maybe?
  • Turret printers functioning same as chests (rather than dropping pickup item) is a great change! Given they are almost identical atm, is there an argument for chests also stopping time to let you read, or visa versa? Would be slightly more consistent, but I like it as it is.
  • Would be nice to have a UI prompt when the chest + turret printer are activated but before you get the item, as often it was hard to tell whether I had successfully activated them. The animation is great, but yeah some text somewhere saying "Item incoming" or w/e would be very welcome
  • Both chests and turrets were a little hard to open, especially with Dart and/or once you've got acceleration/speed upgrades. The distance seems quite short. Not sure if that's a problem or even intentional design but there was some friction there. 
  • The target / aim feature is FANTASTIC, instant 50% enjoyment increase! :D I didn't realise at first that I had to initiate it manually, and it seems to be on by default after the first time. That was slightly confusing but not a big deal. Potentially another way to do it > Targetting activates automatically on an enemy you've reticle tracked long enough, and then middle mouse click can toggle that feature on/off globally? Just food for thought
  • Had a weird issue (or feature I misunderstood?) that after a while the fog got REALLY thick and never subsided again (Linux build)
  • Would be great if the activatable abilities (e.g. Ram, Laser Burst, etc) had a visual flash or audio when they finished cooldown and/or had required energy. Found myself taken out of the dogfights but looking down at them all the time
(+1)

Oh also a few questions -

  • What are the red + blue star like reticles that zoom past occasionally? They kind of look like Laser Bursts but don't seem to be tracking bullets unless I'm missing something? I thought the blue one was showing my ship orientation or bullet trajectories, but it doesn't seem to line up with either.
  • What is the Stage 1 progress bar in the top right tracking? Is there a time limit, or is it a Par to finish sorta deal? I played one round for quite a long time (maybe 25 minutes?) and it still seemed like only ~1/8 the way through
(3 edits) (+1)

1. The reticles of are prograde and retrograde markers. The markers to indicate your forward velocity, and its opposite.

2. The progress bar will go ahead as you progress through the stages. Since this is still "Stage 1" the progress bar is on easy. As you move to stage 2 it will get harder slowly and steadily. 

For Stage 1 it can't go past beyond "easy" difficulty. 


Your review was very detailed and insightful. We are making detailed notes based on these and are planning to fix all the issues. 

I'm glad you enjoyed the game! Look forward to more updates in the future!