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Skull Wizard Games

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A member registered Jun 19, 2018 · View creator page →

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Thanks! I have made many prototypes over the years but never actually went so far as to make something playable. Glad you enjoyed it!

Thanks for the feedback, I am probably tweening that deceleration a bit too softly.

I think on itch.io you can select auto-size for unity games and it will fix the boxing, I just had this same problem!

Its my first game so thanks for the feedback! Particularly on the control, for me it is comfy to use shift with one hand, but that is just me! I should open the controls up more for different size hands and keyboards (gamepad is best xp for this one I think)

So you know where I'm coming from on the boost / shield. I am trying to make the boost feel as uncomfortably fast as possible and necessary to use without being completely impossible. Like nitrous in a car - no going back once you've fired it - and hold on tight! It doesn't shine through quite enough in this prototype version yet - but you'll want to finish fast as you can to score points. Basically hitting the target time means a lot, and if you go to slow you'll get overtaken. The shield activation time will be quickened so it requires you to press the button closer to impact, more as a last second block. Interesting to hear your take though, I personally only use the shield sparingly and found the boosting's unwieldiness to be so fun to warrant making a game out of it.

Cargo - You are definitely right, it doesn't have a damage cooldown so collision damage can damage it a bit too quickly. There is damage to cargo pods based on velocity but I think it is seeing the sheer/perpendicular friction force of the wall the same as impact force.  Cargo pods will be made more plentiful too.

Turrets - totally right, they do break the RED = baddie rule and will get some red on them to define this.


Thank you! Means a lot, my first time doing this.