Thanks! These controls have been an obsession of mine for 30 years and it's nice to see people enjoying it!
duckbuildgames
Creator of
Recent community posts
Thanks! This game started as an open arena and shooting was much more impactful. But having the objectives be collectable environmental objects turned out to be way way easy in an open field, so I had two main options: make the field bigger or just add "furniture". The more changes I made, the less and less necessary the projectiles became. During the jam, I got so accustomed to just ignoring it, that it didn't occur to me to actually remove it. After-the-fact, I was worried that having the shooting mechanic intact would be a distraction and trying to make use of it would make for a worse experience. You and kjee both mentioned not using the projectiles and Kyle stopped pretty quick during his stream; hopefully everyone else did too, lol.
Yeah, this game was inspired by the arcade game Cyber Sled. If you've never seen it, you should look up the actual cabinet, it's super cool. It's literally just two joysticks and really feels like you're in control of a futuristic hover tank. I want more people to see this control style; to me it's always been a super natural way of controlling a hover vehicle and feels like a perfect fit for gamepads with two sticks. I've always been disappointed that it didn't take off, especially after the success of the Katamari games. Thanks for playing!
Thanks for playing! I should have signposted it, but there are zones in the center(follow the green paths in between the pillars in the center) where you can replenish your knockback charges. I put them where they ended up in the final game, but changed the terrain around them and didn't even think about how hidden they were; Since I obviously know they were there, I just thought of them as being in their place, but if you don't know they exist, they're probably pretty easy to miss. Despite being such a small game, simple stuff can still slip through without even thinking about it.

