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I like the concept, but the execution could need a bit of work. Because the only key you can use is purely random. you are pretty much doom the moment an enemy come straight at you and you got two same keys in a row. I would suggest implementing using a random generator similar to Tetris's, where they generates a fixed sequences (In your game's case, would be up, down, left, right) but in random order every time the user run out of direction in the queues, that way you can balance the frequency of directions showing up, and making the game fairer.

I never thought about something like that. What I had in mind when expanding the game is that you could have a few slots where you could save moves. You could never go over those slots, but you could always save a move if you had one empty.

Say you had a right but you don't need it right now. That's fine, save it for later in 1 of our 3 extra slots. Oh, I need a right? Cool, I saved one earlier so I'll click on that saved move so I can move right. I don't have a left? I'll throw what I have into my save slots to quickly try to get a left.

The idea of having a preview of the future rolls... pondering on the idea, it would give the player a lot less agency over the idea above. However, because of that, the player does definitely feel more out of control. And even if they could see 3 moves ahead, if it rolls wrong you're still screwed e.g. left, right, up, down... asteroid incoming right; the moment you see it, it would take too long to get up or down to move out of the way unless we balanced specifically for that interaction. That doesn't even take into account the other spawns of particles.

Needless to say, thank you for the suggestion! And thank you for testing :D

I really like the idea of tetris tiles as movement options. You would have 2 points per tile, start and finish, which you could place on top of the spaceship, after whice the spaceship would move from the first point to the second point via the displayed path of the tile.