A turn-based survivorlike, very nice.
gracefool
Recent community posts
I'm here from YouTube.
The concept of the game is fine, don't doubt it. The execution is the problem. Other comments have identified the main issues.
You can mix different gameplay, but you are making it hard for yourself as a designer. The mechanics need to not compete with each other. For instance resource gathering while in fast-paced combat is okay, but the resource gathering can't be the same as in a slow-paced game, it needs to also be geared toward the fast pace. Currently it feels like it gets in the way of the combat because you have to think about it too much, and the resources also literally get in your way which makes movement less fun.
Likewise being able to shoot ordinary enemies in tower mode subtracts from the importance of towers (and thus the entire mode). It's probably better to just not let the player move or shoot at all and so be able to watch the towers do their thing and upgrade them on the fly.
It's a classic example of the problems with vibe coding games. Too many mechanics thrown together, in a way that doesn't seem integrated, and thrown at the player all at once. You need to simplify so everything is legible and deliberate.
Visual clutter is bad. It's better if the only things flying toward the player are enemy projectiles, not positive things - or have the good things look very visually distinct (for instance be in the background, low opacity, moving slower).
Also, I hate screen shake and after disabling it in settings, firing my gun still made the screen shake.
YouTube brought me here. Incredible achievement. .kkreiger is still very impressive, but this is much smaller and has better gameplay. If you released your dev tools you'd be the father of a genre.
Enemy design is great; the second one reminds me very much of the Gunner from Quake 2. I love that the computers make blippy sounds. The blood and shot splats add a lot.
My one criticism is that it doesn't have run by default (with shift to walk). A lot of players probably don't even realise run is possible. Though I think this type of game is better served with no walk at all; the strength of boomer shooters is speed. Things allowing even faster movement would be great (bunnyhopping, wall hopping, rocket jumping, whatever).
Nice game, good potential. The only problem is the flotsam chest opening animation - after the first few times it's nothing but a braindead chore waiting because it can't be skipped.
Edit for a second suggestion: show the cargo capacity of ships in the upgrades view. Currently there's no way to see it when your ships are on a voyage.