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(+2)

This is a very clever idea for a competitive game! I appreciate the simple control scheme, but the game is hilariously biased in the Dragon's favor. Having three projectiles makes it basically impossible for the Knight to safely close distance, and thus the Dragon doesn't have to waste precious Control trying to approach or flee, especially since the combatants usually start really far apart from each other.

The recoil spinning was a bit excessive too. I assume the physics engine is at fault here, but that could get pretty nauseating at times, especially as the Knight.

(+2)

I agree that the Dragon may be a bit overpowered, and will play with increasing the costs of launching missiles in the next version. That said, with a bit of practice, it is quite easy to dodge the AI's missiles as the Knight, though unfortunately, I didn't have the time to teach dodging to the Knight AI, so it keeps running straight into missiles. :-(

As for the recoil, I will try tweaking the angular drag in the future versions and hide some UI elements while spinning very vast to decrease the nausea factor, but I do want to keep the crazy spins in the game, because when you're hit, your ship spins...
(•_•)
( •_•)>⌐■-■
(⌐■_■)

...out of control.

(+1)

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