Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Very cool game~!The audio work y'all put into this is crispy. The tutorial information and the slow progression of teaching was super appreciated! I always get super overwhelmed with games that have a lot of UI baked in. Having that guide really gave me the clarity needed to enjoy your game.

I think the only critique I could give would probably be on some of the visuals and assets:

  • I noticed some assets would become or were already weirdly rasterized and somewhat blurry and pixelated. For example, the first time I zoomed into a planet, the asset looked smaller than it needed to be to maintain detail. Additionally, the tentacles that slowly rose throughout the game looked a bit pixelated as well.  Not sure what's up with that or if I'm seeing things but wanted to call that out.
  • The combat mechanic is suuuuper fun! I think the only thing that messed me up a bit was the fade-ins and outs of our tentacle bois. I did see the flashing, but it was hard to tell if the hit was registering when they "peaced out".

Honestly, I'm nitpicking. I enjoyed the game and would love to see more!

- S. "Essay"

Thank you Hangover for this very thoughtful and insightful feedback!!

I loved the audio on this too (PassivistsEffort is our super musician :D)

- I think the sprites were not intended to be scaled upwards in game, and scaling likely caused visual artefacts to appear! Will try scaling them externally before bringing them in, and scaling down where necessary instead!

- Definitely agree with you on the phasing-out readability of the voidlings. The issue here is probably me lazily throwing the GPUparticles and the hit-flash shader as inherited children of the main "enemy" node. As such, when I toggle the visibility of the voidings via Animation, the components lose visibility too. Perhaps putting them as "top level" children and manually setting the global_position would be better, as the hit feedback effects would persist regardless of the fade status!

Thanks for the feedback!!!