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mattihase

10
Posts
1
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7
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A member registered Feb 20, 2018 · View creator page →

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Fun concept presented nicely. Controls feel a bit strict but are easy enough to adjust to. Kind of reminds me of old flash browser games in a mostly good way.

Love the idea but it's frustratingly easy to softlock

Fun idea. I did manage to get the game in an unlosable state the first time I played because I lost my satellite but the opposing planet couldn't hit me even when I tried, but after that no issues.

Current state of controller support seems to be alright, apart from the triggers and right analogue stick not working. Before this is fixed, I reccomend playing with DS4Windows so you can use the touchpad mouse emulation to be able to use the mouse aiming and fire... good luck sprinting though.

64 bit. I'll give that a go.

Hey, I tried running this on my Windows 7 PC, because that's the only rig I have that supports CUDA, and as soon as the command prompt opens the application quits. Is this an incircumventable problem at the moment?

Thanks for the feedback. I swear the whole time I was thinking "make sure you get the right planes", bit daft I ended up messing that up anyway. Thanks for the feedback on the clarity, I'm quite relieved that it's ended up that parseable , I was a bit worried about that

Regarding the second map thing, the idea I was angling at was that the "tree of life" diagrams that each player builds over the course of the game were the second "maps". I did make sure to check that people had described them as maps and as far as I can tell, they are. Perhaps I should have made that more explicit?

Good point on the arm wrestling. I think at that point I was thinking "There's already a couple ways to resolve this above this that could fail, I don't want to bog people down in another layer of 'if that doesn't work, do this' so I should put something interesting in at the end" but I probably could have chosen a better one. 

Looks like it, at least for a 360 pad.

>Cool concept.

>Everything works

>Instructions seem to have been written by someone suffering from anterograde amnesia and yellow-red colourblindness and yellow-red doublethink.

>To be fair i've written worse while i've been really tired.

Nice idea. Could have done with a little more feedback (enemies flashing when they're hit, sound cue, floating health bar, or something along those lines). There also isn't red bad guy in the game, but instead a yellow one. could probably have done with a little more consistiency when it comes to the instructions.


But, with a little polish i'd probably pay real human money for that.