This guy gets it. I would love to play this silly mess with a few others on the same keyboard :)
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It's is a cute idea, and it looks pretty well worked out. Gameplay-wise, the mechanic still has its kinks though. In a lot of cases, there is little incentive to discard any of your cards, except if you get too many defensive ones in a row. Maybe it would be nice if the dicarded cards would return to your deck when the deck empties out, but only the discarded ones
I am sorry, I did not mean to reduce the message of the game. I think it is really well done. It is very hard to survive for even a very small amount of time on the limited funds the game gives you, and the world is unclear. Not by fault of the developer, it feels intended, to put the player at unease and feel lost. And even when you find your way, you still notice that life is hard.
Love the idea, and it looks quite good too. Sadly, I got stuck on the tutorial due to technical difficulties (the half-life 2 monster got me stuck in mid-air), so I could not play onwards. When restarted, it did not remember checkpoints, which was too bad.
I get a lot of this notice in the output_log:
"Sprite outline generation failed - could not read texture pixel data. Did you forget to make the texture readable?
(Filename: Line: 136)"
I'm not quite sure, by maybe this translates into: there's invisible enemies from time to time? Not quite sure though.
Hey, I just played some more of the game (I keep coming back, it's just so much fun!), and I noticed something strange. Over time, the planet just loses life from time to time, even if you play perfectly. No rocks touched it, no ships fired on it, and no ships exploded directly next to it.
Is this intentional? Or if not, do you have an idea of what might be happening?
Oh wow, just played it again, and you already so much extra stuff!
- stacking armour
- title screen and score board
- maybe tweaked the controls/flying speed? Not quite sure, hard to compare my experience from yesterday with today. But it felt a little different.
I was discussing the game with one of my teammates yesterday evening, and we came to the conclusion that a co-op mode would make a really awesome addition. Although it would be a lot of work to implement, due to the small amount of buttons required, a one-keyboard approach with either split-screen or a single stretching screen could work, no online stuff required.
Co-op would allow for a bit of teamwork, bouncing ships and especially rocks around. Also, it would make it more managable when the RNG spawning system screws you over by spawning multiple huge (!!!) ships on opposite sides :p
Have you guys made any games before this? You seem like you knew what you were doing.
This game is amazingly fun! It blows me away that you guys made this in only 48 hours. With some minor improvements this game could ship as a product I would say (based on just having played it for at least half an hour without tiring of it). Kicking ships and rocks together, and shooting a ship into unending orbit is a lot of fun.
I think it might be a little fairer if the bigger ship maybe would not do as much damage, but that could be part of the charm. Definitely make armour stackable. That would encourage more danger-seeking gameplay, and make the pickups more interesting when you already have some. The engineplay worked incredibly well, most of the time. The times when it doesn't, it gets frustrating. It was not always clear why I couldn't blow my engine while butt-facing a ship.
I would love to see this game fleshed out further, it's a blast!