Thank you so much man, I was actually in the middle of updating it because I wanted to balance the goon frequency and make the combat more clear, but then scrapped it and decided to just make Fischer 2, which I'm doing now, that way people will have the option to play both. Since it'll be an overhaul with the same concept, I didn't want to take away people who found the original fun. It was my very first, actually completed game, thank you for your words. After I'm done with 2, I'll use that experience to make use your advice regarding the stats, I've been trying to determine the best way to telegraph without insulting the player's intelligence or telling the player what they should click, I'm absolutely taking all of your advice because I needed the boost, I really did.
Toryiuson
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Thank you, yeah I agree, an EXE build is working, I will have to upload an EXE later, unfortunate since the jam prefers browser games and it is more accessible. Though for some reason, the browser build doesn't want to change scenes at all, I have no idea what's causing it, perhaps it is the universe.
Thank you! I will update it soon with all the feedback in mind, I drew the sky and clouds and sun in aseprite myself and animated the enemy in blender, I think my biggest problem is making the fight mechanics engaging, and I am not good at explaining the mechanics either, for example, the fights get harder each ambush and scales with your energy level, but I didn't catch how that would cause a fight to be endless if the player chooses not to focus on energy, will fix this soon!
Thank you! I will be updating the fight mechanics/chance to give the player more leeway, you can safely repair your ship in space but I am not sure how to make gameplay elements like that obvious without hand holding the player, your feedback is very helpful! I ended up uploading this because the jam was ending, but will for sure make combat less annoying in the near future
Thanks man! And I really needed that feedback, I kept tweaking with the goon chance because it was either too much or too little, so I ended up making it "safe" to repair in space, although repairing it 1 less than you would on the planet, since you'd technically be inside the ship, I will be updating this too










