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(+1)

I'll just say I agree with the previous poster about everything positive. The aesthetic is spot on, and once you get a bit more movement under your belt, trying to navigate around obstacles and flying heads is a fun puzzle.

That puzzle seems like it's the core of the game, and I feel like you should lead with that, maybe give the player that first upgrade right off the bat, since getting enough gems for it seems like a bit of a die roll.

I'm actually pretty happy with just the single enemy type. It lets me just kind of zone out and map out optimal routes without having to juggle a bunch of different enemy movement patterns.

The audio could use some work, but I'm sure you know that.

All in all I'm quite happy with this as-is, and I can't wait to see what you do with it in the future!

Thank you! That's so good to know the puzzle of movement/navigation is resonating with you. It's absolutely what I wanted to build the game around, this idea of a game based on positioning and defense.

And yes, I absolutely know what you mean about how reaching the first upgrade can feel like a dice roll. I was hoping to illustrate early on how much of a difference each upgrade—and the work it takes to get to the next upgrade—can make for your ship. But you're probably right that first one should be easier to grab. I'll have to explore how to best implement that.

You're also right about the audio! Haha.. I sort of shoved it in last minute, otherwise I'd spend way too long trying to make it all perfect. Glad to know the things I did spend a lot more time on work better. Thanks again for the comment!