Thanks for the feedback! I will be continuing to work on this, i already planned to rework the controlls to allow gamepad, mouse and more cotroll options. The BGM is a hard one for me, i would like it to be very sutble and mostly ambiance but i don’t know anything about composing or where to search for pieces. The first mission is supposed to be a tutorial so i might implement some kind of dialogue system to help explaining the controlls
AngryyBot
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The missile is a weird thing, i did not managed to make a cross hair that properly shows where it will go, you have a * for what is directly in front, and the ships vector marks (the >< and <>) but the missile actually goes somewhere in between then. I did not realised it before you guys pointed it out
Thanks for the feedback, I really have put a lot of thought on just making the controlls as fun as possible, there is still a lot of things i couldn’t figure out on time. Like a V-Joy thing similar to No Man’s Sky to controll with mouse or to get some gamepad controll properly.
For the missile thing, I had to add the ships velocity + missile velocity so you don’t hit yourself when launching the missiles so if you launch it to the sides it does go off quite a bit
The UI i really did just plan for the default project resolution, so it only gets the way i intended at 1152x648. I realised too late that when i go fullscreen/maximized it gets terrible small, and i might update it to scale better with screen resolution.
For the ship direction, i did add those vector markers to try to help with it, the >< for towards and <> for backwards. maybe due to the ui size it was hard to notice.
Sounds were a last second extra that i just needed to get some feedback for the waypoints. otherwise it would have been completely silent. I am glad i ended up adding them as even as simple as they are they improve the experience way lot more than i was expecting
