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Thank you so much for the feedback! I didn't have that much feedback on the IcoJam mode because I had originally created it for my girlfriend who said she was already really scared to try out my game so I tried to alleviate a lot of what makes a game scary, (atmosphere, lack of resources, fear of the unknown), but I think that ended up backfiring because like you said, a lot of the space theming went away.

My apologies for the lack of ammo! My friends/playtesters had access to the first builds of the game and told me that there was actually too much ammo in the cargo bay segment and I ended up reducing the ammo pickups by more than 50%. I think that there was a lack of variety in play testers since their main genres were FPS games, so that became an issue too when trying to balance the game.

Anyways, thank you for the valuable feedback and thanks for taking the time out of your day to play Do we Have Liftoff and sharing input :)