Good idea, glad you liked it!
BetaFruit
Creator of
Recent community posts
The game is not very polished, and while it looks great is quite confusing to play. Sometimes you can renter a room and its a different room, sometimes its the same but the enemies respawned, and sometimes it's nothing at all.
The leaderboard does not match the look of the game at all, but the UI feels very nice.
The movement is really, really difficult for me to control, and it is very hard to steer towards stardust. The game looks very polished, but empty. The amount that the background spins is dizzying, and I know really the player and the camera are spinning, but it doesn't feel like that. It feels like the cameras rotation should be locked.
I would love to see this game go further and have more than just spacedust and astroids.
The gameplay takes a while to get difficult, but is very fun. Upon losing the text in another language and the buttons don't have text. If you want the webgl thing to not be cropped out weirdly set the dimensions to an equivalent ratio of 960 * 565 in the edit game page. If you want it fully shown, 960 * 650 is ideal.
At first I wasn't able to play the game because my name was too long, and it didn't even tell me it was to long. That was annoying. Unity's built in input fields and TMP's both have a character limit built in that would have been better to use.
While I was playing the game it took me a while to figure out the movement, but eventually I got the hang of it. To me it feels there is to much sliding around. The blue squares showing you where they are behind you by snapping to the edges of the screen is helpful, but glitchy and confusing.
The last thing is the cyan circle. It has a great purpose, like showing you where you might land a jump.
Except it doesn't. In fact, it does the opposite, making it hard to see when touching the ground, and disappear when you need it the most.
Aside from this, I enjoyed the game a lot. The attention to detail on the level is stunning, and feels like something out of a published game.
1: My AI works the same! It picks one of my 20 pre-defined spawnpoints/navpoints around the map, attempts to move there, and if the player enters its notice radius, attempts to move to the player until the player exits the radius.
2: I wanted the game to be about rescuing / collecting research from a space lab that is being invaded by aliens, and ended up scraping it 4 hours in! The current game uses the same movement as the rescue spaceship did.
3: The fish aren't ment to splash when they spawn, only when they die and float to the surface... yet they do anyways for some reason, and I like it!
Thanks, I did actually put a lot of thought into making gameplay less repetitive by making different sections of the map, fish with unique abilities, and just more cool stuff in the background. Of course, we ran out time. I feel in the final product the gas barrels aren’t very balanced, and make the game start easy, and get insanely hard around the 1000 mark, meaning a lot of boring gameplay.
After collected some stuff, right about when I realized I was supposed to collect based on what the phone says (I think), the UI just quit on me completely. None of the buttons worked, (I was in full screen). And it was still broken on refresh. I don’t think this is your fault, I think it’s Unity’s. Therefore I rated the game on the gameplay I got to see. I think I understand the game enough.
Edit: I decided to read the description and changed this post because I realize you play as a collector, you got 5 stars on theme now. (And the UI still hates my browser or something)