thank you so much for the kind words! It’s my first jam so this was very encouraging to hear!
Maeveascella
Creator of
Recent community posts
thank you for the feedback! I appreciate all the comments! Yeah, apparently I got really good at the game while testing without realizing lol bc I was expecting people to be better than me and find ways to do it faster or without getting hit lol
Also I was going for a cartoony/low-poly art style, I’m not very good at visual arts so the clashing art styles are definitely a skill issue on my part haha. It was my first time making 3d assets and drawing for a release game
I am confused, I didn’t add any target locking features to the game it’s just free aimed based on the angle your mouse is from the player ship.
A boost or a dash could be fun, I figured the fast speed and the slow speed difference was enough to make it feel like you could dodge but a small speed burst would be fun to add!
I’m glad you had fun and found it challenging! That’s what I was going for!
And thank you for the feedback! Currently the 2nd boss doesn’t spawn the hands if they’re within a certain distance of the player, I could probably increase that distance to help out with that issue.
As of right now for the 3rd boss, the indicator for the attacks is the rotation of the tentacles, but adding a red aoe indicator would be a good idea to add in a future update and future projects.
The boss also attacks with a tentacle in retaliation whenever hit, so the strategy I found most effective in testing was to stop shooting when my health got low
Thanks for the feedback! I plan on fixing the contrast issues after the voting period ends. Also the bosses don’t really dodge but they do reposition based on the player. The gunner ship at the beginning of the game positions itself on the opposite side of whirlpool from the player, and sits still while shooting. You can kind of manipulate their movement with your own to land shots easier



