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Really great work! This is such a cool little concept. I ended up really getting into the rhythm of it and getting pretty good, if i do say so myself (7200 is the score to beat >:) ).  I had a lot of fun with the loop of like, See Ship > portal > check color > other portal, and just really getting into the rhythm of it (maybe there's a rhythm game here??).  As Micreps said, I probably ended up flailing around enough to knock out a neighbor, but I still had a lot of fun!

The visuals are really slick. The RGB neon idea is awesome for a jam like this. Gameplay wise it makes your goal super clear, and it ends up looking really polished. and I think the indicators are really slick too. 

There's already a lot here for a prototype, and for 48h it's super impressive. After playing, here are some game design thoughts you can take or leave:

  • What would happen if instead of portals being created or destroyed, it was about manipulating existing portals and juggling having them in the right place?
  • It would be really cool to have a reason to chain portals, maybe ships have to avoid obstacles and pick up cargo before they come in for a landing
  • What would omnidirectional portals add to it? What would they take away?
  • Where can you add some decision making on top of the twitch reaction gameplay? Is there an opportunity for triangularity (high-risk-high-reward vs. low-risk-low-reward)? Maybe this could come in the form of loading up ships first, so they might take some of the good with them if you're not careful, or so they get heavy and have to opportunity to damage the carriers, or be a big payday. Maybe instead of lives theres a health score and there are non-color-coordinated repair ships that you can send to the carriers.

My mind is racing with the possibilities. It strangely makes me think of one of the GOAT flash games Arachnophilia. Maybe some inspiration to be taken from there.

Overall super cool. Really impressed with what you've been able to put together!