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(+1)

Very fast moving gameplay and i say that as it seems like it take forever to rotate the planet sometimes like it takes too long to do the actions i want to do, it feels very polished and the endless nature of the game makes it feel somewhat lacking, the game's controls being varied gave me some confusing with the ground defence being activated with space and the air defense being left click. 

i can somewhat see the theme in this game although not too sure of its presentation as i think you're intention was the leaving behind was the leaving the planet behind although i could be wrong.

The game however in the end of the day is very well polished with a very simple tutorial, however i would wish for a more interactive one or a simple overview of the controlls as there is a bit too many slides. Greatwork tho as the game seems very well designed and there is a few systems i can see that are working under the hood.

Thanks for the feedback, and for playing :)

The slow mech movement was intentional (tough, now that I think about it, I could speed it up a tad), I sort of didn't want the player to be able to defend the whole planet with a single mech, thus forcing them to buy multiple and have them spread around.  I don't think the game did a great job at explaining that, so I apologize.

That's a good shout, with the action buttons for the mechs being different! I'll probably change them both to left click for consistency.

And, yeah, an interactive tutorial would've been the dream, but I didn't want to spend too much dev time on it. I may rework the current one to have fewer images, as you suggested...

Also, them theme was more specifically about leaving behind the people from the planets you evacuate. So the idea would be that you had to weigh the pros and cons of staying a bit longer to save those last few people, or evacuating to protect those already saved. (Again, not crystal clear, I'll add a line to the description explaining it better :))