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Enjoyed playing this game. One gripe I had, was the the camera would lag behind the "destroyer" when going fast, instead of staying centered on it. Since the camera position influences where the mouse has to be in order to aim the thrusters correctly this had an even bigger impact than just "I can't see where I am going".

My submission for the jam, used similiar mechanics and I was worried about making the game fast and the levels big so I sticked to a one screen survival bullet hell kinda deal. In turn my game feels quite sluggish. It was fun to see a well done, big and fast version of this mechanic, after I disregarded those traits during conception phase.

Good job.

Thanks! The camera position actually does not influence the thruster aim - it's based only on relative mouse movement (the little white crosshair inside the circle surrounding the destroyer shows where your mouse is). But yes, I totally agree that the camera should be more zoomed out/faster! The game is set up with 4 different orthographic cameras that I've balanced against each other, so towards the end when the game was playable and I started realizing that the camera needed work, I just left it and focused on what I hadn't created yet. But it sounds like I need to fine tune the camera and the controls. Thank you for the feedback! I'll check out your game now. :)

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Makes sense, guess I was overcompensating with my mouse, expecting the behaviour I noted, thus making wrong inputs.