Other than often hitting the wrong arrow key to rotate around, I had tons of fun. Good job!
Cmdr3nder
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Pretty fun once I got the hang of it. For me the rotation was precise which I liked, but the slow rate of rotation quickly got frustrating since the witch doesn't remember previous rotation. Perhaps providing the player a wider variety of rotation speeds could keep the precision without leading to tedium on retries.
The first moment of realizing how fast the broom was going to fly and why a 'stop' button was added was pretty cool.
Without 'landmarks' exploring to find resources felt very hit and miss, kinda like harsh RNG. If finding resources were based on RNG then maybe tuning the system so that it isn't purely random could help.
I had a lot of fun with the blasting off and landing physics. The 2D Art in the 3D world helped the resources and landmark/ship stand out.
Trying to balance the O2 meter with the jetpack fuel meter was really engaging until I found out that I could still use the jetpack without worrying about fuel; this may have been unintentional?
I agree with pretty much everything Snowdrama said.
The 'inverted' flight style controls really threw me off, a setting to flip the vertical axis would be much appreciated. I actually had to give up finishing because of a feeling of sea-sickness due to the speed + atypical (from my perspective) vertical axis alignment.
Do you remember what exact sequence of events lead to the bullets not colliding? Also was this the Web, Linux, or Windows version? Very unexpected bug, never ran into any similar issues during my playtesting.
Yeah my iconography ('green icons surrounding repair zone') could have been clearer.
Also the whole game could have been much more explained up front.
The area between all the green icons repairs the player's ship if they sit there long enough (1hp/sec).
Thank you for the feedback.