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akaMithos

2
Posts
A member registered Aug 06, 2019

Recent community posts

This is a phenomenal game, addicting and easy to learn. As others have said - would make a perfect mobile game.

If I had to make one suggestion: At least for learning how to play, a tracer line indicating what angle the ship will make as you're charging. I get that the idea is to die a lot up front until you get the hang of it, but I felt that it was a hair too punishing at first because the speed/angle changes continuously, but there is a step change in color. So I found myself trying to correlate the yellow ship color to a 45 degree angle to make it through the gaps - and that's not how it works.

I also tried playing with multiple input devices (keyboard vs mouse) and found the game played significantly differently. On a mechanical keyboard, the 'default' ship speed was slower because a button press takes longer than a mouse click. I'm guessing this is just a product of the way it was coded. That's one reason i think this would go well on mobile, because it could be tuned for one input method (touch)

I think you're on to something here and would certainly pay money for an expanded version of this game. good job!

Agree with the comment about turn priority. It could be either before or after, but it should be consistent. Movement appears to happen first during a turn, but where I got hung up was - I think enemy attacks happen before movement, but player attacks happen after.
For an example of something similar, check out Crypt of the Necrodancer.


Overall, very well done. I enjoyed the puzzle