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Thanks for the feedback!

I noticed how the TP took place where the mouse was at arrival and not at launch. I could have resolved it by adding an invisible active where you clicked, and destroying it after the TP has been processed. But I misunderstood the deadline (thought it was 10am instead of 10pm) and was really tired at this point, so I thought "well, I'll just say this is a feature, it rewards the player skill at keeping his mouse on point" :p

A short sound effect when the TP animation ends would have been wise indeed, I overlooked this aspect of UX / Sound Design.

The delay on the levitation comes from that huge 1280*1024 .gif used as a background, Fusion has a problem keeping the game fluid when you use big animated objects like that. Plus the projectiles from enemies having a tendency to stack up after some time, not helping with performance (they are physical objects, so the physics engine has to manage all of them). I lowered the quality of the background to keep the game playable, in hi-res it created too much lag.

Thanks again from your feedback, I'm glad you liked the concept! :D