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Suya Zhang

5
Posts
A member registered Sep 13, 2024

Creator of

Recent community posts

The flying mechanics are really fun, and I enjoyed the open feel of the sky area—but I did sometimes lose my sense of direction. Since the space is so open, it might help to add a small compass or floating waypoint marker that shows where enemies are spawning, or where the edge of the map is. That way, players won’t accidentally fly in circles or miss out on the action. Just a bit of orientation feedback would make the whole experience even smoother!

I enjoyed the look and feel of the boat scene, but I found myself unsure where to go sometimes. The enemies show up randomly, and without much visual indication of direction, I occasionally drifted too far or spun around not knowing where the action was. I think adding a few simple visual cues—like floating arrows, enemy glow, or a mini-map—could help keep players more focused and engaged. It wouldn’t take away the freedom, but it would give the scene a stronger sense of purpose.

This scene has a very strong visual appeal. The simple shapes and bold colors make it stand out, and I like how everything is positioned to guide the viewer’s eye. I especially appreciate the consistency of style between the elements. My only suggestion would be to add some environmental effects like slight fog or haze to give the scene more atmosphere. Great job!

Concise and clear control panel design! The button function identification is clear, and the layout is compact and does not take up space. The functional partitioning is done well, with basic operations (move/rotate/zoom) and system operations (reset/help/main menu) naturally distinguished by spacing. But it is suggested to change SCALE to "+" and "-" for better understanding.

Thank you! The number you mentioned shows that I will carefully refer to your suggestions, and if there is a chance, I will try to add it in the next edition!