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Hey there, thanks for the feedback! I'm glad you liked the presentation!

What I noticed was that the common problem, not having enough time to preempt certain obstacles was causing this over-steering and when people weren't able to react in time or missed their target they were more likely to mention something about the steering. So I made two changes to it , which involve a new camera mode to see things from further away and at an angle which places the ship further to the left on-screen; the second change I made was adding a 1:1 steering option for people that wanted to control the angle of their fins directly all the time rather than rely on the auto-leveling flight mechanics. (I still recommend you keep these on during flight.)

The time limit mechanic I haven't done anything with but depending on the feedback for the new version which I think nails a majority of the difficulty concerns I have plans for what I can do to make that more engaging. It seems counter-intuitive but ultimately I wanted players to use the scarcity mindset regarding the special meter so that they were driven to improve so that their runs did not repeatedly end the moment they ran out, thus keeping it for the parts they recognized as having given them more trouble than the rest. (I can't make it more relevant to the theme without shutting the door on other things I wanted to do with the game, but the cap is staying at 60 by default.) The new version of the game is only available commercially as part of  a collection of other jam games I work on when I have time. I ended up spending the better part of this month flying blind trying to fix things before I got your more pointed feedback, and since I'd really like it if you could try the new one and let me know if I changed it for the better or if there are newer problems, I'd like to give you a key for free, just DM me on discord (@EntranceJew#6969) or on Twitter (@EntranceJew) and I'll get that to you.

For reference, my design goals were to make a tough arcadey quarter-muncher style game that you could fail forward quickly and learn gradually how to best utilize the nuances of the simple controls but the nuance to skill ratio was really hard to penetrate with a meaningful change to the tuning alone, considering there were already so many variables and factors preventing things from getting even worse for the player while still capturing the really tactile and physical feel of the ship's movement.