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(1 edit)

Looks extremely charming and plays well, I love it.

A couple of thoughts about the mechanics: I feel like the piercing railgun is fairly useless, as it seems to leave you unable to attack (and requires you to beforehand) for a while and only does the same damage as a single normal shot. It pierces, sure, but it doesn't seem worth it. I feel like you could easily buff it a little and maybe compensate by adding a delay to the fire instead (with appropiate s/vfx for it). Enemies overall could also use having less health. Also, please make middle mouse rebindable, it's typically an awful input to execute and my mouse fails to do it 90% of the time. I tried looking into the settings but I'm fairly sure it's hardcoded/not using these settings.

Speaking of the settings, I had a pretty bad time trying to set it at a nice resolution. Gave up in the end. I don't think this is really your fault or that most people will care (and maybe the CRT mod would've done some nice things already), but I @d you in discord if you want to read about it.

More things about the gameplay: I feel like it would be nice if the turret would start rotating once you look towards "the other side", even if it's not an "acceptable angle" it can rotate to. Basically, if, say, its max rotation is 90º to one side, then looking at 100º on that side because you switched while looking back should already make the turret rotate, considering it takes time to do so.

Hitboxes feel a tad larger than they are, at least for the player's hovercraft. I've seen a few enemy boats go out of bounds but since it seems they go back in upon dying, this doesn't seem to be an issue and I'd actually leave it in if it's not already intentional.

I think I'd make the dash work even if you're not holding a movement key, provided that your hovercraft still has some velocity either forward or backwards.

It took me a good while to realise that letting the charge bar fill up makes shots be faster. Maybe the sound should be swapped with something slightly different?

I've seen some enemies getting stuck for a bit too long on islands; maybe their turn rate  could be increased for a bit when that happens, or have them move in reverse?

Also, on the first level, I thought that was the entire span of the demo, so until I read someone else say there was a level 2 I thought I was done with it. The "survive" objective text could probably be changed to something like "destroy the enemy fleet" or so, to clue you in on the enemies not being endless. Overall, the dialogue was pretty funny!


All in all it was fun and I'm looking forward to what you do with it next. I think it could be fun to have some level objectives like taking care of coastal buildings or such; you could have them sit on the side of islands and be destructible, maybe even have stationary turrets that way. Stuff like hovercraft customization, swapping parts with stats or so, could be fun too.

>I feel like the piercing railgun is fairly useless, as it seems to leave you unable to attack (and requires you to beforehand) for a while and only does the same damage as a single normal shot.
In fact it does double the damage of the regular shot. As I said, it's supposed to be an AoE option with less DPS.

>Enemies overall could also use having less health.
Current enemies are buffed and I added some new weaker basic enemies already.

>Also, please make middle mouse rebindable,
I should've made it more clear, but you can rebind it by rebinding "Zoom".

>I feel like it would be nice if the turret would start rotating once you look towards "the other side", even if it's not an "acceptable angle" it can rotate to.
Turret rotation gives me a lot of headache, but I'll try to rework it. I think you gave me a valuable hint on what to do here.

>Hitboxes feel a tad larger than they are, at least for the player's hovercraft.
Oh, hitboxes are a big mess and there's nothing I can do about it because of how they are implemented in GZDoom. Namely, they are square and do not rotate. I will try to implement some multi-hitbox solutions for bigger enemies, but this is gonna get janky.


>I think I'd make the dash work even if you're not holding a movement key, provided that your hovercraft still has some velocity either forward or backwards.
Sure thing.

>I've seen some enemies getting stuck for a bit too long on islands; maybe their turn rate  could be increased for a bit when that happens, or have them move in reverse?
I've reworked their movement code already, now they will stop, then back up and turn when they encounter obstacle. Doesn't really improves their pathfinding (if it can even be called that), but at least it looks like they're doing something instead of blindly ramming the wall.

>Stuff like hovercraft customization, swapping parts with stats or so, could be fun too.
I absolutely love that kind of thing, but I don't think it will be done in the current iteration. It can be done in GZDoom, but I'd rather avoid any feature creep on the current iteration, I want to release a finished game as soon as possible and focus on working with a different engine.