Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

HABS13

3
Posts
2
Following
A member registered 47 days ago

Recent community posts

Played about 15 mins, its okay very intuitive but also pretty plain you can imagine with dozens of new recipes and types of alloys would make it bigger scale but not necessarily more interesting.

I think maybe setting up a production goal would be a good idea, a scenario such as you get a contract and have to build a system producing say hourly x,y,z alloys of kinds and when you hitting the target, the game calculate your profit and give you a rating something. Then further on you make money and expand your industry bigger, buy more advanced automations do more high end jobs.

Also it could be you having some manufacturing waste you can recycle say building a recycling center or just a place to put them and send them out to those type of service. I think realistically a highly automated fabrication or manufacturing system doesn't necessarily has to be 'absolutely no man involved', you can have some minor workers running forklifts something(obviously it would cost money and consequences)

Following are some hard issue.

-- Long screen rolling doesn't feel good, the actual system should be locked in place.

-- Conveyor path making is very painful and ugly, lots of extra clicking and re-selecting.

Hello there, I am glad you are still developing the game. I did played the last version on the week before where I believe at the milestone the bullet time and boss death effect was implemented. And here I am also played the newest version.

Good work and a few stuff I felt worth mentioning as I played.


Major

- The kill streak seems not slowed during the bullet time, ending up most likely you will lose it if you loot the buff.

Minor

- BGM is not looping in skill tree scene.

- Mouse hovering is mandatory to see the description of the upgrade. Would of call it a issue since the game control is dominated by keyboard/controller.


Perspective

- Often loots seems difficult to distinguish from enemy fleets and their bullets. I understand it would be a tough thing to work on but I do get confused and quite often make collisions when I thought I am picking up a loot.

- Bullet time seems to be a negative feature to me, the ratio was so high it is almost a sudden pause and recovering. I felt there is hardly any meaningful thing you can do during this window. 

Personal suggestion maybe you can try turn it into a ability with lower ratio, say holding [shift] makes everything goes slower, but it cost a gauge where you loot it from enemies.

- Phasing shot seems to be a very bad idea to me as you can almost never out fire your enemies right now especially against a boss ship, I found it incredibly hard to even land a shot while it being on during the boss fight.

- Boss fight seems long and repetitive to me. I assume speed multiplier was disabled during the fight as the gauge was hidden and I can't tell since no damage or hit point bar was there. I think the this can be a major issue of design as it kills the characteristic of your enemies. At the moment you enter the boss fight, all the resource become a fixed limit. No mobs->no loots. Single target->Default/shield shot. I have been only focusing on my fleet and the upcoming bullets, would hardly even look at the boss ship at all since I would stay away from it for high collision damage anyway, unless I really want to land some shield shot.

What I thought is maybe some spawn of mobs would help making it better so you still have the boss and bullet hell, but now we have more chaotic factors. Also player can still get buffs like the trident shot and the shadow fleet, in the meantime make stuffs like piercing and bouncing shot having their point and also you can regenerate them.

(1 edit)

Played in firefox


+ Graphics, especially background.

-- Game getting stuck for seconds in gameplay after getting upgrades.

-- GUI issues when purchasing upgrades, also have likely has constrain issue when buying and cancelling.

-- Controls are not very intuitive, and some mouse actions seem required to switch from scenes.

A solid prototype of a old school space impact like game, very straight forward as you would imagine. Some bugs and issues listed above.


- Feels like player tempt missing more shots on enemies, especially since they wont dwell, landing another one is pretty hard. Getting hit feels much easier, maybe a hit box shape issue but it is a design thing.

- Weapon upgrades are negotiable, shielding shot are very strong you can mostly ignore any damage while others are almost identical in game compare to default laser.

- 'Speed', I can somewhat see the game encourage you to limit brainless shooting and collect the speed gauge, but other than a multiplier I don't feel it gives much 'fun' as for playing.

The second section is more about design. I think in a horizontal space shooter game players(at least me) look for things like massive destruction with a powerful ship against mobs, very different weapons(sometimes not what you want but you just picked it up) and dodging/blocking visually crazy bullet hell.