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Spannerworx

6
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A member registered Sep 16, 2019 · View creator page →

Creator of

Recent community posts

Hey @jdelible, thank you for the bug report!

Things are supposed to be easier with full automatic, but not that easy ;) I'll take a look at the balancing and release a patch with the next update. 

Thank you.

Hello, I hope you enjoy it! If you ever played Missile Command, this is a bit like that except on a 3D  planet, with chained explosions :D

No worries! Please consider rating my game if you like it, it really helps to generate more interest. 

Thanks

Thank you very much for your feedback! I really am happy you are enjoying it so far.

The feature you suggest was actually on my todo list right at the start! I may still consider including it, however I believe it would detract from the way the game is designed to be played. I decided against implementing it after trialling the two existing selection methods. I'll try explain:

The defence network technology cannot (for reasons uncovered later) directly target the ships or the bombs. Instead, we have to ask for the closest bomb, or cycle, and Manny's supervisor has to try to calculate the bomb's trajectory. It's not always perfect, but it's a good aide. Later on, her ability to do this might be compromised temporarily ;)

As the game progresses and gets a bit more hectic, there will be occasions where you need to take down a bomb and don't want to wait for a target helper. At this point, you will make your own guesstimate and can just fire a missile or two in the bomb's path. The idea is that after a few levels you will have learned the speed of the bombs and will be able to start predicting positions, which is very rewarding when you get a hit! 

Remember the speed boost which fires a faster missile, at the expense of more energy.
Early on in the game it doesn't matter too much, but my advice is to try get into a rhythm:

Select closest bomb. Fire.
Cycle to next. Fire.
Cycle to next. Fire.
...repeat until you notice a change in the bombs, perhaps some have changed trajectory.
Select closest bomb. Fire.
Cycle to next. Fire.
Cycle to next. Fire.
...repeat.

Tip 2: Take the bombs out as soon as you can. If you wait for them to be above your cities, you will be overwhelmed quickly.
When eventually the Tech (power-ups) start to get introduced, you will also have to learn when to time these, because your energy gets depleted fast.

I hope that helps! 

Please post here if you find any bugs in the game, and I will try to resolve asap. 

Current latest version: 1.01

Hi, this is a good cause and I would like to donate my game Manual Intervention: 

https://spannerworx.itch.io/manual-intervention

Thanks Itch 

After 2 years of solo development, I am very proud to present my first indie game “Manual Intervention”! I am celebrating it's launch with a special introductory offer of 60% off.

https://spannerworx.itch.io/manual-intervention

Manual Intervention is a tactical planet defence game, where the core game mechanic is to orbit around 3D planets and defend the ground colonies by destroying the incoming bombs. Unlock exciting "Tech" upgrades that evolve the gameplay by adding extra tactical abilities, and allow you to start getting offensive!

Thanks and I hope you enjoy the game!

Hi, congrats on release, your game looks fantastic. With all the features this is impressive for just two devs, I look forward to playing it. 

May I ask, what factors were involved in your decision to launch the game for free?