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Absolutely incredible arena wave shooter the more I got into it.

I would say the biggest detractor is how small projectiles are. I wish they were even just 1 pixel wider, although I understand that you were probably going for a highly specific strike zone.

I wish the relics could be moused over for descriptions in the pause menu.

I wish shields changed color depending on how many impacts they had taken. This wasn't clear, nor was it clear that recharging your shield as the police cruiser when you already have a shield up doesn't "supercharge" it or anything like that, so it's effectively wasted. I sorta wish it wouldn't let you reactivate the shield if you already have a fully charged one going, just to prevent player-vs.-UI mistakes.

Man, wave 14+ is suuuper-interesting, but that's where I picked up the relic Backshot that says "Fires behind you" but as the police cruiser, it ended up instead firing 3 shots still in front of me, but at a slower pace that expired closer to my ship than my default buckshot. Is the description misworded, or is it not supposed to do that?

I understand that the long time before waves is to allow the ability to cooldown to run its course, but it's kind of awkward. Why not just have the cooldown insta-reset instead and just summon the next wave, or at least make it somewhat faster?

Man, the boss at wave 21 is extremely unfair against the police cruiser because all of its shots are shield-piercing. What gives? There's no warning of such a massive debuff like that. Is this a bug?

Anyway, clearly I love it and want it to be even better. Great work!

As a veteran hobbyist beta tester of indie games, I've been mulling over what holds back this title from greatness. The sound effects are okay, the music is excellent, the graphics are well-thought-out... but how is it foiling itself?

I replayed this and am trying to think further about what prevents this game from becoming incredible. There is clearly a ton of potential for this sort of game to be a hit, but I think its design as an arcade game fundamentally harms its chances at FTL-level capability.

Using the second ship, I willingly died at level 21, loop 4, because by loop 2 I was so overpowered that I basically didn't even need any more power-ups to trash any enemy within seconds of its appearance on-screen. Even 3 drones were able to make mincemeat of most enemies. For balance, this kind of ship should make its weapon accuracy go terrible the more you move.

Short-term:

  • Graphical Effects could go further:
    • It would be more emotionally satisfying for bosses to give a tremendous explosion that pushes away the player ship.
    • The double-damage critical-hit power-up shots could be colored a different color for visual feedback.
    • The shield-generating enemies in the later stages  (and your own ship, when you get a shield power-up) could see a more interesting shield collapse electrical fizzle than the graphic simply disappearing.
  • Power-up balance is totally off:
    • The Overclock power-up should slightly debuff the strength of each individual projectile to compensate, and there should also be an overheating mechanic that forces cool-down to punish players who just keep spamming it. Once this is unlocked, then there could be a Heat Sink power-up to reduce the cool-down, which would then scale with more Overclocking.
    • The Cannon should also make each missile a bit weaker at higher launch rates. Increased range should also slightly weaken your shots, as well as the Radio's individual zaps.
  • Enemies should scale with your power. I was disappointed to see that the only noticeable change was the final-stage green enemy with circulating smaller drones being literally the only one to change by adopting +1 drone per loop. There is so much more that could be done!
    • All enemies could incrementally move and shoot faster, especially the mines.
    • The Gauss sniper ship could charge faster, and maybe instead become a cruiser with multiple independent turrets per loop; it could fire off 2 or 3 shots in rapid succession instead of just 1.
    • The purple beam ships could extend their beams so that by loop 3 they could reach across the map.
    • There could be bullet-sponge enemies that require flanking to hit weak spots to defeat.
    • There could be enemy battleships with point-defense that shoot down some of your missiles. Or they could even launch chaff grenades that throw off their heat-seeking. That would be a sight to see!
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Long-term: I think the biggest killer of the potential of everything you've sunk into here is simply its arcade format. What I envision is a great title like this going beyond the confines of the screen and having a scrolling space map of a roguelite, with increasingly difficult, complex enemies in a campaign, perhaps even with multiplayer. Have a home base with different types of missions to take on: politicians to escort and convoys to protect, enemy superpowers to assassinate, and armed-to-the-teeth space stations or helpless colonies to defend or take down. Your payments for completion of such missions are what you'd use to buy power-ups, and maybe even upgrade from ship to ship. You should be able to lose drones in combat or even have power-ups damaged and destroyed over the course of a lengthy interstellar conflict. And having one monster boss at the end would be glorious to see and overcome.

Oh, and it needs tons of asteroids.

There is SO much potential here!!!

Plays really well and a nice game, but the advancements go a bit to slow.

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Free video game.

Also, where should I send any crash reports?

Within the game's Discord server. The only crash we have on record has already been fixed though.

FREE VIDEO GAME

now Turquoise should add the "free video game" video as the game trailer

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It's a fReE vIdEo GaMe

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Found this game through Turquoise. If yer reading this, excellent game.

Dr.

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Great game!