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torreme

6
Posts
A member registered Feb 01, 2023

Recent community posts

Questions:

Does the hectic aspect seem more balanced than before? And if not, what aspects aren't? For example, enemies being too quick/slow, etc.

The game seems more balanced than before, except that those fast enemies went by too quickly, over there looking like Sonic. 

Are towers (now with variety) more balanced together, or are certain towers over/underpowered?

The interstellar bridge that collects stardust should be worth 5 red stardust instead of 10 yellow/white stardust. The interstellar bridge needs to have a way wider collection range because it takes a while to collect 10 to purchase it, only to be disappointed by the range of it, or have it so it can be upgraded. 

I thought the towers help balance each other but the Goliath tower is better than the other two, it makes the other two seem weaker. I would say increase the other two a bit to match the Goliath tower. I liked the Saturn tower but just make the range a bit larger, especially at its original state. I made my brother play it and he just spammed the Goliath tower and disliked the other two. Also, said that it would be nice to be able to return towers in exchange for stardust to buy a different tower. I think a description of the towers, their range, and upgrades would be insanely helpful. It felt like a gamble buying them or choosing the upgrade.  

Does the elemental aspect of towers to enemies feel smooth/intuitive to understand?

I think that needs to be way more obvious or explained in some way because I didn’t know there were type/elemental advantages/disadvantages until I read this question.

Does the flow of the game feel moderately smooth(er), and in what ways if not?

I felt like it ran smoothly. 

Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it?

I think it's intuitive and understandable.

Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunities to strategize.

I didn’t have much time to strategize. I just panicked and placed down more Goliath towers. I felt like I needed more time between the waves. 5 seconds was not enough time! I think maybe 30 seconds would be better or a minute with the option to skip to the start of the next wave would be nice. 

What do you think about the multi-tiered currency? Does a currency dedicated to the black hole give more incentive to complete it than before?

I think there should have been more clarification on what the different colored stardust were for. I was annoyed at the green stardust at first until I realized what they were for. I also didn’t like that I had to run back and forth with the black hole currency. It should have at least been collected by the expensive interstellar bridge. I personally would prefer the game without having to collect those. I found that I would chuck the black hole currency to the side to prioritize the other colored stardust. Perhaps if the black hole was closer I wouldn’t feel as lazy to go for it. 

 Is the wormhole tower (if used) sufficiently helpful with collecting currency? 

How do you get the wormhole tower? 

Etc.

Please make it so we can dash like in overcooked. Also, the stardust that accidentally falls or are accidentally thrown off the map should respawn.

Questions: 

Did you enjoy playing the game? Why or why not?

To be brutally honest, no I didn’t enjoy it much. It still needs a lot of work. I would suggest focusing on one area and its needed fragments before going on to the next area. The areas could be smaller like the size of a large backyard so you can decorate it more extensively. You can do three areas with a 0/5 fragments as UI with the areas being a small cave, a short street with some alleyways, and the bridge location. Leave the fragments on the bridge area, make it so the player can’t fall off the bridge, and make the bridge wider because it’s difficult to walk through.

Did you find any parts of the game confusing or unclear?

I knew that the main objective was to find the fragments, but the problem was that I didn’t know what the fragments looked like. At first, I thought the fragments were those glowy orbs but it turned out those were just the destroyed object visual/animation. I think a given fragment at the beginning would be nice just so I could know what the fragments look like. 

Were you able to find the two fragments? Was it hard or easy?

Were there only two fragments in the whole game? If so, then yes I found them eventually. However, I was confused and didn’t know if I had collected them all. Finding the fragments was easy but took a while longer than I would have liked because the game isn’t very engaging. 

 How long did it take you to complete the game? (How long did it take you to get the two fragments possible?)

I’m not sure, I didn’t check the time it took. It took longer the first run, but then when I tried it again I found the fragments really quickly.

Did you interact with the baby multiple times? How did that go?

What baby? I didn’t find a baby. I went inside the carwash (which I probably wasn’t supposed to do), found the dog, and fell off the map multiple times but I didn’t find a baby.

Did you explore the hub? Was it interesting to do so?

I’m not sure what location you’re referring to when you say the hub. I did explore all the locations and found it very confusing. I found the fragment next to the dog but then when I first found it I thought I had gone off the map and needed to restart the game. It was confusing differentiating between intentional map clip-throughs and me just falling off the walkable map area. I did fall off the bridge and had to restart after wandering around trying to get back up and falling off the map. 

Keep working hard, and best of luck!

1. What do you think of the puzzles? Too difficult or too easy?

The puzzle was easy. Although besides the puzzle of where to launch the escape pod, there weren't any other puzzles right? 

2. What types of puzzles would you like to see added? (More interaction/exploration?)

I would like to see more interaction-based puzzles. Maybe there is a puzzle to getting a passcode needed to open the doors. 

3. How did you feel about the oxygen meter? (Balanced? Too slow? Dynamic with player movement and fire?)

I thought it was fine. I didn't die from a lack of oxygen. 

4. How did you feel about the fire/extinguisher?

It was good, it got the job done. 

5. What did you think of the pace/length of the game?

I think the game length was way too short. Although, the game pacing was good.

6. What did you like about the game?

I liked to puzzle to figure out where to launch the pod. I thought it was a cute little puzzle. 

7. What did you dislike about the game?

I didn't like the whole thing where you ran out of the battery to open the doors. I feel like your oxygen slowly, continuously depleting was enough of a time pressure. 

8. What could be improved or added to enhance the overall gameplay?

I think there was a bug with the camera because at one point I got flipped upside down. Also, there might be a bug with the battery because I ran out without being able to open the door. I clicked on the door and it drained the battery, but the door was still closed.

There is also a comment that said they couldn't tell if they had solved the puzzle but I think it was pretty obvious when you failed or passed. Although maybe it would be cool to see a little animation of the spaceship flying into the sun or heading towards Earth, etc. Maybe make the ending a bit more visual and satisfying/fun. 

Overall, I think the game has a lot of great potential. Keep up the good work!

1. How does the monster feel? Is it frustrating? Harmless? Suggestions for improvement?

I think the monster was okay. I just felt like outrunning it wasn't much of an option. I know you guys said the player speed is faster than the monster speed but the act of switching screens to see the map and controls causes you to be much slower, especially with all the turns. I made my brother playtest too and we both kept dying relatively quickly unless we're just both bad I think the monster should maybe be even slower? I'm not sure. 

2. How easy is it to figure out the controls for your ship?  Was anything unclear? Are any of the controls frustrating to use?

The movement controls were straightforward but the rest wasn't. I feel like the fixing station should have icons so you can quickly look at it and click the right one instead of reading through all the options. I just ended up clicking all of them instead of bothering to look for the right one. Also, the claw button should maybe have a claw icon rather than a hand. Also, make sure to spellcheck your instruction manual because it had some errors in there such as the "Driving conrols". Also, could you guys make the manual blow-up bigger on the screen cause I'm lowkey kinda blind so it was a chore to try to read it. Although, I loved the manual drawings. Also, I thought it was funny because I didn't read the manual at first and thought uh what does this button do- and then blew the hell up. Make sure to keep that in the game lol.

3. Does the ship feel like it needs anything? Features? Layout changes?

No, I think it was good. The only thing is that I wish there was a way to tell where you are on the map. I'm talking about the welcome to Coriolis map. I couldn't locate my spaceship's position in relation to the Coriolis map. If you can't use it to guide you then I think it serves no purpose other than nice decoration. Maybe the spaceship map changes the wall color to be the same as the Coriolis map. For example instead of green then the walls appear blue because that's where I am on the bigger map.

4. Does the game feel balanced? Does it feel too simple or too difficult?

No, I don't think so. I think it's too difficult. I didn't even get to salvage anything lol. I think that when the monster touches you the spaceship blows up right away. 

5. How does the ship speed feel?

It's good. Although you can only go rather slow since there are so many turns.

6. Do you feel to you all the areas without too much issues?

If you are asking if I felt like I was able to get to all the areas without much issue then no lol.  I didn't even leave the beginning area. 

7. Do you feel like you have enough oxygen?

Yes, because I felt like there wasn't much need to open it. My brother thought he could hack the system by opening the window and navigating that way but then dropped to 50% oxygen in a second lol. I was just casually waiting for him to blow up.

8. Misc: What did you think? Any room for improvement? What was your favorite part? Least favorite part?

My favorite part was when Curiosity killed the cat and I pressed the big orange button. My least favorite part was how quickly the monster got to me. Definitely room for improvement. Overall, enjoyed your game. I think something cool would be an option to shut off all your systems so the monster passes right by you. Perhaps the consequences of that would be it also depletes your oxygen levels.  

Great job on your game so far!

What do you think about the level size?

I think the level size was fine. Although I wish the camera was a bit more zoomed out so I can see more of what's going on.

What do you think about the blood bar? (Too much initially, not enough received from bloodpacks? Etc?)

I think the blood bar is fine. Perhaps increase the about of blood per blood pack? I was more stuck on the fact that I couldn't distinguish between the walkable area and the boulders and trees etc. that blocked your path. I think that there needs to be a way higher contrast between the two. 

What types of powerups would you like to see?

I'm not really sure but I can say that I had no idea what the potions were for and what they were doing. 

What do you think of the movement of the horde?

I think the movement of the horde is fine.

What other stats would you like to see besides the score and time?

I would like to see the effects of the potions have a more visual representation. If the potions are meant to give you a speed boost or something then there can be a symbol of two little feet running or something.

Does the score help to increase the replayability of the game (different play styles)?

Yes, I think it does since focusing on getting a higher score is the bases of the game. 

We are planning on making a permanent (between runs) max blood powerup - the blue vial (currently just replenishes blood). Does this sound interesting or fun?

Ah, so that was what the blue potion did, my bad. I think making a permanent power-up can be a reward for reaching a certain level. Congratulations you made it past level 20 here if your reward type thing. Then the player might wonder what power-up they will get after making it to level 30 and so on.

Overall, it was a fun game, great job!