I did play this game a few days ago and it didnāt quite clickā¦ While the concept is cool, it doesnāt feel quite cozy with constant enemy waves and so much focus on weapon upgrades. If I had taken on this idea I would have focused way more on the way the ship moves and the quests than on the passive combat. Passive combat is fine, but it stops being cozy when thereās hordes. Time limits are also the opposite of cozy imo.
Thank you or the feedback! I understand what you mean, and I had doubts about that too. But I was reassured a bit when listening to a podcast where some people talk about (cozy) indie games and one was speaking about her time with Vampire Survivors and how it felt cozy to her in the sense that she could relax, stop thinking and just enjoying the flow (and maybe listening to a podcast on the side).
In my case, the cozy refers more to the cute enemies/npcs, funny weapons (#banana-thrower) and I will try to balance it in a way, that the time limit is not building pressure. By the way: One change I did to make it less strict: Quest progress is saved. This means you donāt have to complete all quests in one session.
In any case, thanks again for taking the time to play my little game and writing feedback. Thatās great! <3
Ah, that makes sense. If thereās progress between runs then the time limit doesnāt make you lose something that took time to acquire. And about the enemy amount, maybe itās just a balance thing, but it felt more overwhelming than VS ever did. Possibly because you also use smaller numbers, so getting hit matters more.
Thatās good feedback! I will keep an eye on the enemy-amount (Iām already āblindā when it comes to these things). You also keep all the chocolate gathered through mining the chocolate-asteroids - even when you lose.
About the time limit: What I personally like about it (also in VS or the [for me] even better Halls of Torment: It tells you beforehand, how long your game session will be. I really like that because it reduces the barrier of āShould I even start the gameā¦maybe Iāll end up playing 2h, and then itās 3amā. I chose an even shorter time limit (10 instead of 30 minutes) to give people something quick to play, which can even happen in a little lunch break or whenever thereās no time for a ārealā game:
I didnāt get very far, but the game is a lot of fun ! Itās nice to see those creative and so well polished games from Godot creators, motivate me to work on my game. GG!
Oh no no worries, just didāt had the time to play it properly, it was on a brower on my laptop. Iāll definitly give it a try later. Added it on my whishlist, iām looking forward to see the final product !
Regarding the language icon: It might be a bit overthinking on my side, but there are people who donāt understand the word ālanguageā. For those, this universal language icon was invented, and I really like the idea of offering the possibility for everyone to find the place to change the language easily even if you donāt understand the words ālanguageā nor āEnglishā. This icon will guide you and I will also put the language in the drop-down in the original form, e.g. āäøęā instead of āChineseā, so that everyone can find their language easily.
As I said: I might overthink this, but I want it as inclusive as possible. Even though itās a bit weird that this is the only icon which doesnāt fit to the pixel-art-style - but I tried making it low-res, and then it was not really recognizable anymore.