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  • No one found it too easy. Everyone said it was way too hard to control the ship. Too fast, turns too quickly.
  • I found my "bug". Planets reject repeat business. I had a timer which set a planet into a lockout period, but I forgot to connect the timer timeout signal to the open for business function.


  • The post-jam version has much slower player controls. I'm loathe to give up the challenge of having a super-fast ship, especially since the theme is making deliveries, so I'll provide a little speedup with every upgrade. Players will have the option to purchase a speed dampener or brakes if the ship is getting too fast for them.
  • I'm adding quests and multiple enemies to the post-jam version.