Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

This was a cool idea, but the execution could've been better. The dust colletion, with different types of dust is really clever. Also that the ammo is spawning around you. The art is great.

A bit unintuitive to know right from the start how to play optimally. holding down rotation keys and space, and also moving at the same time was a bit hard for the fingers. (maybe a better key placement so, that it's good for 2 hands would've been better) I find it a bit unneccessary, to have an option to spin in 2 different ways, so that way the spinning button was kindof not needed, i think an automatic spin would've been better, or if we just toggled those buttons instead of holding. The shooting part was a bit like an autoshooter, i couldn't really figure out how could i aim better, and the fact that the bullet's speed was based on my momentum did not help either.

How i imagine i would've made the mechanics: have your base automatically rotate, but you can change the direction. Shooting has a set speed. Where your mouse is at, that's where you are shooting, and the closest ammo to your aim gets shot out. This way the gameplay would be more than just movement. I would also consider just sticking the ammo to the other ammos the way we touched it, but it requires testing for me to know if it would be better.

So my biggest complaint is that you basically just had to move, the rest is basically just holding 3 buttons. At least that's how it felt for me.

(+1)

Thank you for your feedback. I largely agree with everything you say. The execution was quite bad and janky, and everything took me a lot longer to implement than expected. I initially wanted the ammo to stick where you collected it, but I unfortunately couldn't figure out how to make it work in such a short amount of time. Now that I have more experience with godot I could probably easily implement it, and I agree it would be more fun and add interesting gameplay. Shooting towards you mouse is interesting. The original pitch for this game in my head was always that you are ejecting matter off of you as you spin, and it would create this cool spiral pattern as you attack enemies. I just worry that if you can aim with the mouse, then how does spinning come into it at all? Maybe it doesn't matter as much as I think, though. I definitely should have removed the bullets taking into account the rotation speed. I even did sort of remove it, by making a minimum speed, but it isn't enough and is very unintuitive. During development, if you were spinning slowly, the bullets would barely move at all once ejected lol. Spinning in two different directions was mainly because during development you automatically ejected matter, there was no space key. You needed the other direction to slow yourself down to stop yourself from losing all of your mass. I agree that it is now pretty much completely pointless with the space key added. Overall though I'm still happy with the project as a quick learning experience for godot, and I thank you for trying out the game and leaving a comment :)

It wasn't badly made, just the mechanics didn't click for me, but you should be absolutely happy with the outcome! The spiral that you are talking about is there, but it's eliminating the player's involvement with the game i think. Basically the more powerful you are, the less you have to do. With what i suggested, the spinning would come from what kind of ammo comes into rotation, maybe different enemy types are weak to different elements, so the spinning is forcing you to time it correctly, so the correct ammo type would be shot. But I'm just brainstorming, as i think this game has some potential :)

(+2)

So it would kinda be like zuma, except different. Hmmm, I quite like that idea actually! It would add a lot more depth to the gameplay, as you would have to manage your position, rotation, and aim + timing all at the same time to succeed. Good idea!!