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Platform Goblin

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A member registered Apr 02, 2019 · View creator page →

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I appreciate the feedback. The first iteration had movement. 'WASD' would move and 'QE' would rotate. In that version the turrets would only fire in their respective forward direction so it was much more important to have the "right" turret facing certain enemies. I think I'd like to revisit that after the jam is over. I feel it would work better with rotation on the arrow keys or with right thumb stick on a controller.

I do like the limitation of not being able to move so maybe I'll try making a PlayDate version. Not being able to move fits the small screen and the rotation should feel petty good with the crank.

thank you for your feedback.

  
The original plan was to make each turret the same color as the projectile it would shoot and each projectile would be a different shape and color. Unfortunately that was something that I had to drop at the last minute due to a work issue popping up.

I’d still like to explore that as an option going forward.  I have a couple other ideas that I’ll experiment with as well to make each turret feel distinct.

Thank you for your feedback!  I definitely know what you mean. Somethings that I'd like to explore are 

progressive waves with more difficult enemies

post-wave screen to power up weapons or health

enemy swarms ( low level but tons of them)

Thank you for the feedback. I definitely bit off more than I could chew for the game jam but I’m glad that I was able to submit something by the deadline.

I agree with you on all the feedback and will take all of that into consideration as I decide how to move forward with the game. 

Choosing Rust and Bevy definitely had its challenges but I had fun working on this and want to see it through to completion and a much more polished state.