Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Not quite sure what I did wrong, but every playthrough, I'd destroy the first few asteroids (~3 or 4 of them) and then the game would stop spawning any more. This could've been intended, as a riff on permanence, as you permanently have no more asteroids lol, not sure.

I used Shift to reset 5 or 6 times and the same thing occurred. If I'm just missing something, please let me know, I'd love to give your game a fair shake! 

If this doesn't happen to most players, I am that weird dude who actually uses Radeon GPUs which (for some god-forsaken reason) seem to produce completely unique Unity bugs that don't show up on Nvidia systems, so maybe it's just that. Either way, let me know :) 

Thank you for your feedback. You didn't do anything wrong. The game doesn't spawn any new asteroids when the player destroys the first ones. At least not yet. When I wrote the description for the game I wrote something like use Shift for reset. Perhaps I should have used the word replay or something like that. That reset (or replay) is just a quick fix because I didn't have the time to make the game ready.

I would like to mention that in my opinion if the player gets confused by something when playing the game it's not the player's fault. It's a flaw in design. In this case the game is not ready yet. There are many things to add or fix. Right now I don't have the chance to make the game ready but perhaps in a few months time things are different, let's see.

(+1)

I appreciate that you take criticism in stride, as a dev that’s one of the best skills to have. I’ll give the game another shot, using the replay feature to keep it going. I totally missed that the first time. I blame itch partially for not showing the description of games in any capacity on the jam page and allowing a direct download. 
I somewhat agree with your opinion on who’s fault player confusion is generally, but I think there is a certain slack we need to give ourselves in the context of a game jam. Getting a working product up onto itch in time is hard enough, so including a tutorial, or making the controls 100% self explanatory is something we just can’t expect to be in-scope every time. Especially when some non-jam titles are guilty of that. I hope we cross paths again in a future jam, or if you make a full version of this game :)