Got lucky with a massive tuna on my first day out so I was set for the rest of the game lol. Very relaxing, nice work!
Pelf
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Yeah I wish I had time to do both of those suggestions. I hoped a context-aware controls readout on the side of the screen would help but a tutorial would have been way better for sure. Would have been great to also do more balance and tuning of the enemies. I tend to forget it's easier for me since I'm the dev. Thanks for playing it!
sigma balls never occurred to me hahaha
The ball beings getting stuck is a side affect of me not using pathfinding and just making them move straight for the player. I'm working on some fixes and improvements and A* is on the list. I made an A* system a few weeks ago so I just need to find the time to port it over into this game, probably tomorrow. The shotgun should also feel a bit better too with the update since I'm fixing two bugs that cause input latency and dropping. Glad you liked it though, I'm hoping to apply the reload idea to more guns in another game.
Thanks for the feedback!
Thanks! I was planning on the shotgun having pushback but it got bumped to the bottom of my todo list towards the end of the jam haha. I'll def be adding it. And I intentionally left the oxygen and propellant high because I didn't want the jam version to be too difficult and I was mostly looking for feedback on the movement and shooting. I should probably add some enemy variety too to up the difficulty. Thanks for the feedback!
Awesome game! I really like moving around the ship with walking on the cylindrical sections, it has a super cool feel to it. The aesthetics are great and its a lot of fun scrambling around the ship carrying fuses, feels well polished. Nicely hectic and challenging! I think I had a bug though where my shields didn't seem to want to recharge so I could never make it past half way out of the asteroid field before running out of shields and dying. I like it, great work!