Thanks for playing! I'm glad you liked the aesthetics so much! Great point about the feedback on you never really being rewarded for actually holding back at the right time.
It gives me some ideas for the game to actually acknowledge those moments, like we could keep track of the amount of red flags in the last 5 seconds, and then record how many times it goes over a certain threshold, and tell the player, they stayed cool under X number of potential threats, when it's almost indistinguishable from the real strike. Also, yeah, a better victory screen or something. I only added in the time remaining at the last second, because I realized that was pretty important to actually caring about how well you did.
Turning it into a roguelike, where you get upgrades over time, would really boost the feeling of success for the player, as they would be literally rewarded, and maybe we could even give them specific rewards for the number of times things were chaotic and they didn't launch, rather than just a flat reward for winning each round.
Acetronaut
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Thanks for playing, I'm really glad you could enjoy it! Yeah, I realized while making it that it's definitely not the best fit for a jam where people don't expect to have to detect and learn complex invisible mechanics, and I don't have time to convey them correctly!
So I just knew some people would bounce off right away, but hoped others would find some joy in trying to optimize it, and learn all the patterns. If you're interested, you can launch the game from a command prompt with --debug-ui after the .exe, and you can see all the invisible behind the scenes stuff, like the bombers that show up on the radar and the intervals the launchpads might misfire on. It's not super deep, but if you're curious about some of the rules, it helps visualize them.
Quick edit: Just noticed you made Millenium! Thanks for checking my game out! <3
