Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

After having the game for a while now I still haven't gotten around to playing it in local multiplayer, but I still wanted to give some feedback based on the Survival mode.

I like how weighty the shots feel. It feels a lot like punches being thrown back and forth. Also the limited range of them is a great idea, so it's not possible to spam each other or the AI from across the screen. You have to get in each other's proximity and that's where the great battles happen.

Another cool thing is that you're able to change the charge up for the shot into a boost dodge when you need to get out in a pinch. It's things like that that add way more depth to the game than it would have had otherwise.

I really like the new additions in the latest patch. Names for the player ships, the functioning war ship. Really cool to be able to use the war ship to lure AI opponents into their striking zone.

One thing that I'd love to see is damage by incoming meteor showers. That they're able to take down your shield for example. Afaik that's not happening now, right?

Someone talked about powerups and that definitely can be a cool thing. The way I see it could be that it's optional for local multiplayer, so that you're able to play the game as is or add powerups to the mix by having it as a selection in the menu. For powerups themselves I was thinking like a shockwave that takes out enemy bullets in its proximity and either blows up/takes down the shield of a very closeby enemy ship or pushes them away. Maybe a double or triple shot (either in a spread out pattern or two/three shots in very quick succession)? A hyperdrive powerup that transports the player to a random location on the screen. Temporary buff to the shield that makes it take two hits before going down? I can probably come up with a bunch more, but this is off the top of my head.

Again, I'm reaaaaaally enjoying the game <3

@frankster -- Amazing. Thanks so much for getting into it and giving us all that super helpful feedback! It definitely made my day yesterday (and today) to know you're enjoying the game.

I've thought a bit about how asteroids crashing into ships (and possibly other asteroids) could cause damage. I think it's an awesome idea. We'll probably play around with adding that in and see how it feels.

We've gone over powerups a bunch in the past couple years and we always come back to keeping them out, since it would take the game in an incredibly different direction. With powerups, it feels less like it's up to each players skill where everything is more balanced, to how well you can collect and use those powerups. That said, maybe it'll end up in the 3rd version of Astervoid (if we end up making something like that someday) :)

Cheers, thanks again!

Yeah, I can imagine there can be different ways of implementing asteroids like that; from temporarily damaging movement or weapon systems to taking out the shield/destroying a ship. It just makes them something to pay a little more attention to, because at the moment they only throw up a small barrier or push you away a little.

I'm also not that much pro-powerups, but was just trying to think along with fellow players. I can definitely see why it's not something that fits with the current direction of the game. The way your shield regeneration works also severely limits the impact of said powerups. I prefer a more tactile approach to the matches like it must be atm (still need to get around to trying local mp, grrr).

So we've tested out asteroids moving at rather high velocity's which can damage ship's & ship's shields, but only the larger ones. And generally if the ship is flying into the asteroid storm. It definitely adds a bit of danger as you really have to watch out for the storm warning (red bars on the sides of the screen) now. Before, the storm could push players out of bounds but now it can obliterate them.

Also, larger asteroids colliding with each other can cause damage to each other. Both of these changes make the environment feel more alive, and I quite like that.

Excited to hear what you think of the local multi when you give it a shot! We only have FFA at the moment, but plan on adding Team Deathmatch as well before release. (2v1, 2v2, 1v3)

Thanks again for the suggestions! I'll upload a build with all of the new changes on Thursday or Friday.