I, personally, am not the best at these kinds of games. That being said, I still had so much fun trying this out. I love how much story was put into. The controls were very intuitive. All around fun game! Thank you for sharing your work with us.
I made a video on it if you'd like to see, your game is at 14:44:
Although nothing much, at this point. Just some revisions to the existing control configuration so that it's hopefully more intuitive than before, and some additional bug fixes.
This would play perfect on a Digital style controller with pitch up and down handled by seperate buttons, a bit tank like, but might short cut having to fix sensitivity issues, which would require you to micromanage it.
Buttery smooth controls, but way too smooth on the sensitivity, the slightest mouse push sent the ship rolling, and caused an unfortunate hidden ending where I die completing the mission. Maybe a sensitivity adjustment should be a thing in the options somewhere?
Yeah, I'm still attempting to revise the control issues. If this ever goes formal, I'll be applying options for the player to manually tweak the Mouse Sensitivity options. In the meantime, I'm still tweaking the controls so as to apply a reasonable default setting.
Maybe. However, I was originally envisioning it as a tribute to the old Descent games. (i.e. 360 degrees of freedom FPS).
Some of the areas I have in mind will be considerably more open with various inter-connected paths and corridors, so I would prefer a shooter that enables considerable freedom in terms of player movement.
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My play-through: https://youtu.be/fFw2sDrqV3c
Nice work!
Thank you!:) Excellent playthrough!
I, personally, am not the best at these kinds of games. That being said, I still had so much fun trying this out. I love how much story was put into. The controls were very intuitive. All around fun game! Thank you for sharing your work with us.
I made a video on it if you'd like to see, your game is at 14:44:
Wow! Thank you:)
New Update? I received an email for it. New features?
Well, technically yes.
Although nothing much, at this point. Just some revisions to the existing control configuration so that it's hopefully more intuitive than before, and some additional bug fixes.
Oh damn, time to give it a second try
This would play perfect on a Digital style controller with pitch up and down handled by seperate buttons, a bit tank like, but might short cut having to fix sensitivity issues, which would require you to micromanage it.
Buttery smooth controls, but way too smooth on the sensitivity, the slightest mouse push sent the ship rolling, and caused an unfortunate hidden ending where I die completing the mission. Maybe a sensitivity adjustment should be a thing in the options somewhere?
Yeah, I'm still attempting to revise the control issues. If this ever goes formal, I'll be applying options for the player to manually tweak the Mouse Sensitivity options. In the meantime, I'm still tweaking the controls so as to apply a reasonable default setting.
Would it fare better as an auto movement rail shooter you think? like Starblade was? because that's what it reminded me of personally.
Maybe. However, I was originally envisioning it as a tribute to the old Descent games. (i.e. 360 degrees of freedom FPS).
Some of the areas I have in mind will be considerably more open with various inter-connected paths and corridors, so I would prefer a shooter that enables considerable freedom in terms of player movement.
Interesting, never played that one