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TheHangarBay

2
Posts
A member registered Apr 20, 2025

Recent community posts

Yeah. Some enemy variety may spice things up. Not sure if it's easier to program in something that's more aggressive in engaging the player (enemy "aces") or larger, more capable enemy ship classes (frigates, etc). You could also increase the value of torpedoes by making a class of enemy shielded from regular guns. Bit cheap, but should be easier to program in.


Just thoughts. I've found this game fascinating, honestly, because it really highlights how orbital space combat would actually look compared to preconceptions one might have from the likes of Star Trek, Star Wars, NBSG, Battlefleet Gothic, Homeworld, etc. Well beyond the scale of this project, but I'd love to see an RTS game with orbital mechanics one day.

Collision threat indicators have been a godsend improvement to the UI. Much obliged.


The torpedoes are fun, however, at ~2000 points they become functionally useless as the rate of spawns becomes so high, you're always able to quickly neutralise some threat with guns.


Current strategy is to fly in a low, circular, anti-clockwise orbit around Earth and (almost always) fire guns prograde. Keeping close to Earth provides a good shield against random debris with anti-clockwise flight minimising time-to-contact against the clockwise orbiting enemies. Prograde firing eliminates any risk of friendly fire and keeps your guns facing the primary direction in which you may encounter debris on a collision course. Torpedoes are okay for safely taking out retrograde targets but it ends up being a lot of work for something which  you can probably engage shortly after you come around for another pass. Eventually, you'll always have mutiple prograde targets that you'll leave yourself more vulnerable if you switch away from guns.


Not sure what can be done to get away from this style of play without making enemy behaviour significantly more sophisticated but I hope you can find something.