at the start there were a lot of long periods of sitting still, until eventually the spawn rate increased i felt the need to dodge, but still only occassionally
the sound gets a little grating, perhaps adding some pitch variation could help?
the game design is honestly terrific. it's not as straightforward as it appears at first, so let me know if i found all of the techniques you've employed.
some asteroids bias towards the player, their direction is not just purely random
not sure about this one, but it *looks* like the spawn points of the asteroids can sometimes choose to be positioned at where it predicts the player is going, considering the direction and speed of the player and the direction and speed of the asteroid
i really appreciate that the spawn rate has an upper bound instead of just going to infinity!
for being made in a day especially, the level of polish is also honestly great; the parallax and subtle player animation is top notch. i appreciate this game. my only critique is that the player and asteroids blend in with the background sometimes due to the 1-bit color scheme.
Thank you, You’re too kind.
I did try to implement the player tracking but I found the ramp up in spawn rate gave the same feel with the random incoming angle.
One thing I did make use of was the small play space to make the game feel like its doing more in the background than it actually is.
I do plan on coming back to this one day, so I’ll keep in mind the color scheme feedback
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first score: 8872
my best score is 9442.
the game design is honestly terrific. it's not as straightforward as it appears at first, so let me know if i found all of the techniques you've employed.
for being made in a day especially, the level of polish is also honestly great; the parallax and subtle player animation is top notch. i appreciate this game. my only critique is that the player and asteroids blend in with the background sometimes due to the 1-bit color scheme.
Thank you, You’re too kind. I did try to implement the player tracking but I found the ramp up in spawn rate gave the same feel with the random incoming angle. One thing I did make use of was the small play space to make the game feel like its doing more in the background than it actually is.
I do plan on coming back to this one day, so I’ll keep in mind the color scheme feedback