It's pretty refined. I might suggest having to press the key twice to toggle if it's up or down in the water. Or reduce the back force you get from pushing the paddles forward. Otherwise it's pretty well designed and cohesive. Nice job!
GenericParadox
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There is an a sequence to regain control. It's on the left panel. The left most button resets your levers, and the top two buttons must be pressed and the lever pulled. This will immediately stop all ship movements. However, this is unlikely to be available outside the simulation. We appreciate your efforts, greatly!
Thank you so much for trying out the game! The asteroids do span and increase speed with time, but it is rather unnoticeable at the moment as the lose of control feels like it ramps up the difficulty enough. And I definitely agree with needing a few more contextual SFX and globalising the font choice.
Your feedback is much appreciated!
Thank you so much for trying it out and rating it! It is an interesting idea, but as it is a field, there is no real edge to the gravity in this game. I could however look into adding a color coding view (like gravity vision) to illustrate the intensity of it). could be a fun little challenge, haha!
Ah of course, I mean the period between hen you set the mirror and it being impacted by the blade. Especially since it requires a bit of precision, it might benefit having a 3rd surface to use, and perhaps set up moves in advance. Especially considering some rooms require moving around the map with the keys.
Thank you so much for playing and rating my game! And yes it is intended to be a bit difficult as actually we don't know why Mu'Riel is helping humans. The death count certainly adds doubt. Once rating is done I will tinker with the physics a bit more and perhaps add multiple types of ships as well, some easier to spin around, and some a lot harder but worth more human souls.