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The concept of a shoot-em-up based on the idea of time dilation is cool, and it's interesting that it's a 3d view, which is unusual for a spaceship shoot-em-up. However, the thrusters make it play kind of weirdly. Due to the limited ammo and difficulty of aiming, I didn't shoot anything, and I ended up just speeding past everything and into the portal for the first level. For the second level, this did not work, as I often overshot the portal, the spaceship started jerking around, and me frantically trying to bring it back to the portal always ended in it slamming into an asteroid. Of course, I probably shouldn't be trying to bypass all the obstacles by going full speed off the map, but it's pretty difficult to steer the ship between things and there was really nothing preventing me from going full speed off the map, and even if I do properly steer it, I unintentionally end up doing it anyway. The inertia just feels way too overwhelming. Personally, I think it'd be more fun to play if the spaceship was easier to control.

Small note: I think your options menu shows a completion screen instead, not sure what that's about.

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yeah, I kinda ran out of time/steam to build the options menu and just left the placeholder in.  There is a boundary that forces the player back into play and I think it would be better if it were visibly delimited.  The difficulty of steering was intentional, though it can definitely be improved.  I also can see how the aiming would be rather difficult; do you have a suggestion as to how I could improve it with a visual?  I don't want to make it auto-aim but maybe a guide would be useful? thank you for your feedback!

Additionally, would ammo/health/fuel drops from downed enemies make you more inclined to engage with them? 

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I think it might be possible to help with the aiming by including an on-screen radar so the player has an easier time figuring out how much to turn, and it would definitely be more encouraging if the enemies dropped ammo or health. I think the fuel, as it is right now, is definitely enough for the size of the map, but making enemies drop fuel on an even larger map where the player doesn't have enough fuel to get to the end without getting some drops would guarantee engagement.

A radar is EXACTLY what I was thinking. thank you for the inpu