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Looking for feedback on my first Android arcade space runner

A topic by OmerZahidKara created May 03, 2026 Views: 467 Replies: 14
Viewing posts 1 to 5

Hey everyone, I recently released my first serious Android game, Starlane.

It’s a small arcade experiment built around analog dodge-running in space, collecting pickups, and switching into short shooting/combat moments.

I’m not a professional 3D artist or a full studio, so the visuals are simple, but I’m trying to understand whether this dodge + shoot + upgrade loop feels fun on mobile.

I’d really appreciate feedback on the first minute, controls, and whether the game gives you any reason to replay.

Itch.io page:

[https://omerzahidkara.itch.io/starlane]

Google Play:

[https://play.google.com/store/apps/details?id=com.voidpath.starlane]

Gameplay video:


(+1)

Wow,I like the graphics

Really? Don't joke, please 😂 What do you think about the gameplay? 

(+1)

I saw the page, I'll try it tonight

(+1)

So, I played, the game is fun, the maneuverability of the ship is exceptional and I like the graphics, yes ok a simple game, but a good pastime 

(+1)

Thank you so much! I’m really happy to hear that the ship movement felt good to you. I wanted the controls to feel smooth and satisfying, so this feedback is very valuable for me.

I agree that the game is still simple right now, but I’ll keep improving it step by step.

(+1)

Is there any chance this app can be available for the Web platform via buttons? 

Talking about the game itself it looks really cool, it reminded me of the "Galaxy on Fire" series that I used to play on old Java phones, it definitely has some potential in several directions (levels with increasing complexity, open world, etc).

For some reason Google Play says that currently the game is not compatible with my current devices (google pixel 9a/samsung s21 fe):

Thanks a lot for the feedback!

I’m really glad the game reminded you of Galaxy on Fire. That’s a very cool comparison for me, because I also think the game could grow in different directions over time, like more complex stages, progression, upgrades, and maybe different modes.

About the web version: I’m considering making a WebGL build for itch.io so people can try the game directly in the browser. I can’t promise the exact timing yet, but it’s definitely something I want to explore.

Also, thank you for mentioning the Google Play compatibility issue. Pixel 9a and Samsung S21 FE should normally be supported, so I’ll check the Play Console device catalog and my Android build settings to see what is causing the problem.

(+1)

Thanks again for reporting this!

I think I found the possible reason: the game was only available in selected countries on Google Play, and your country may not have been included yet.  Which country is your Google account linked to?

I’ve now expanded the availability to all countries/regions. Could you please try opening the Google Play page again when you have a chance? It may take a little time for Google Play to update, but hopefully it should work now.

(+1)

Yeah, now it works! :) 

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I’m planning to make many updates to the game’s UI, ships, and some visual effects. I’m also thinking about adding leaderboard and marketplace features in the future.

I hope you enjoy the core idea and system of the game. I’d be happy to hear your feedback!

(1 edit) (+1)

The core idea is nice indeed, I played it for ~10 mins and for some reason I couldn't find out how to shoot, not sure if it's to be unblocked during the game, my maximum score was 218 and it was hard to dodge with no ability to shoot, I clicked everywhere on the screen including the white button in the middle in the bottom (which I didn't really understand what it does) and still the ship wouldn't shoot, not sure if it's intended by the game.

Also additional thoughts on the UI:

The logo doesn't really fit on my device's screen


And I think here it would better to put the "Play Again" button above and make it bigger because users will want intuitively to press the first button they see after the death with the idea to start over and currently such a button is the "menu" and I was getting back to menu even though I wanted to just start over :) 



Wishing you success with the  further game development! Hope the feedback was useful 👍

(+1)

Another thing, I think it would be better to move the whole action stuff (ship + asteroids) a bit above so that you can use the below part of the screen to control the ship and so that the thumb doesn't cover anything

(+1)

Thanks a lot for the detailed feedback, my friend. This was really helpful.

When I started developing the game, my main principle was to keep the controls simple and use only one main control system. That’s why I split the game into two phases.

I think you assumed that the ship could shoot during the driving phase, and maybe you didn’t reach the combat phase. During the driving phase, you only need to dodge meteors and collect useful pickups. After surviving for a while, the game automatically switches to the combat phase. In that phase, a reticle appears, and when you aim at enemies with it, the ship shoots automatically.

The controls and gameplay were intentionally planned to be simple because I wanted to test this kind of structure. That is also one of the main reasons why the game is vertical. If I had planned more complex controls, I would probably have designed it in landscape mode, especially because of the thumb-covering issue you mentioned.

So maybe you can try to survive a little longer in the driving phase next time. :D

Also, the white button in the middle makes your ship a “ghost ship” for a short time. You can use it during the driving phase, and it lets you pass through meteors. So you can press it when you feel like you are losing control or when you just want to stay safe for a moment.

A few other people also mentioned that I should add a tutorial. I was actually waiting for the last pieces of feedback before deciding, and I think I will definitely add one now. :)

The logo also broke on my own phone, even though it looked normal during testing, so I will fix that too.

I think you are right about the Play Again button as well. I am already redesigning the UI/HUD elements from scratch, and I will keep your suggestion in mind while reworking that screen.

Thanks again, seriously. You even noticed the small details, and this feedback was very useful for me. My current goal is to update the UI elements first, then add a tutorial and a leaderboard later.

Thanks again!

(+1)

Hey!

Starlane version 1.5.0 feels like a milestone:

I’m still actively improving the game and trying to give Starlane a stronger identity, both in the drive phase and the combat phase.

Since my original post, I’ve added and reworked several systems:

  • UI improvements: the interface has been reworked to be more consistent and easier to read during both driving and combat.
  • Near-pass scoring: close asteroid dodges now feel more rewarding and create a stronger risk/reward loop.
  • Crystal/mineral changes: this system is not fully implemented yet; currently crystals give 5 score each at the end of the run and are not a main score source, but they are planned to have value in both the in-game market and upgrade systems in the future.
  • Reward card polish: choosing an upgrade now has a clearer visual effect, making the reward moment feel better.
  • Upgrade pips: Damage, Shield, and Fire Rate cards now show their upgrade progress more clearly.
  • Enemy improvements: I added new enemy ship visuals and improved the enemy UI/readability during combat.
  • Difficulty progression: the game now uses a clearer 5-level difficulty system to make the pacing easier to balance and understand.

I’d really appreciate feedback on how the current version feels, especially:

  • whether the combat is readable enough
  • whether the near-pass and crystal systems feel satisfying
  • whether the difficulty curve feels fair or too punishing
  • whether the game now has a stronger visual/gameplay identity than before

Even a short 5–10 minute first impression would help a lot. Thanks!