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No problem! Again, I really enjoyed it.

I really liked seeing the similar inspiration sources between our two games. I also drew inspiration from Alien:Isolation, but ended up with a very different game. While I did gripe about your game's labyrinth-like setup, I also admire it. In my game, for example, I really struggled with adding variety and avoiding uniformity/symmetry in the levels. A lot of my designs started off as just squares, and I didn't really start expanding my polygon repertoire until around the third level. With your ship design, I actually felt like a rat in a maze. I think it really would have worked with a little more direction and some more room for player error. Without saves or checkpoints, it felt like every wrong turn was precious time/ammo wasted rather than a chance to learn the level. This also extends to the alien as well. While I really wanted to try different tactics, I knew that if I screwed up I would have to restart, which made me stick to the more tried-and-true tactic of shooting everything that moved (or crying in a corner once my ammo ran out).