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(+1)

Yeah, here I was just greeting fish (shout out to Betsy, hey gurl) and then…!

I dug the visuals, and the music sounds procedurally generated which is cool?! I wasn’t clear on how I charged my arc cannon; it’s moving around, right? I wished I could choose when to fire it – sometimes it seemed like it should’ve fired but it didn’t.

Yeah. That’s probably why I lost. Not cuz I was overwhelemed with missiles from evil missile shooters and couldn’t handle my sub.

So you fire the cannon by coming to a stop, and move to charge. That means if you’re using the mouse, you don’t want to have your reticle way far in advance.

Probably the first feature I’d change would be to make it so that as soon as you release your mouse/tap, it stops moving you, kinda like I did with WASD.

(+1)

When you stop! Ah, gotcha, that explains it. I was basically always moving, trying to reach that next missile. I was using WASD for what it’s worth.

I don’t know if I’ll expand this game directly, but I do think that the controls, once explained, lay a good foundation for mobile action games, and I definitely have an interest in that.

(+1)

Yeah, I can see it. I like that a lot, the striving for simple controls, making sure the interactions work without a lot of control fuss on the part of the player.

Also/also, the music is not procedurally generated, might I ask what gave you that impression? (I don’t know if it’s a compliment on the pacing of it all, or if it just sounds strange/off, lol)

(+1)

Definitely a compliment! I thought it fit the vibe of the game, kinda minimalist and a little dissonant. Something about the repetition, the simple sounds, the 5-3-1 patterns… I dunno, just made me think it was being generated based on what was happening to my sub and those poor fish.

(+1)

Thanks! Overall, then, it just means that it was paced well, heh, which is kinda a happy accident (I did try to pace the missile waves so they have a 75%ish chance to end around the time the song does, but it’s not a 100% thing).