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I'm thrilled to hear the title screen was a hit for you. For simple games like this with unusual movement, I think the title screen is a great opportunity to teach the player, integrating a tutorial in a clean, non-obvious way. I did something similar in my entry last year, but this time the game is simple enough for the title screen to really teach you everything you need to know. I did have a brief thought of disabling death there, but kept it because it's funny, teaches a lesson, and helps show off the really cool sprite-0-hit collision.

Thanks for the kind words about the controls, and I appreciate the feedback about a pause feature. I discuss both in my reply to Matthew Justice further down the page, if you're interested. As for collision, I touched on it above, but I used sprite 0 hit for it and I think it turned out fantastic; it's hard to think of a better use case. Sprite 0 hit has so many limitations that make it a bad tool for object collision and I'm really fortunate it works so well for this game. Having to replicate this in software would be a serious challenge, and less precise collision would really hurt the game's feel. Dodging an obstacle simply by rotating the ship feels great!

Literally slapped my forehead going "how does that screen show off the sprite zero--" Yeah of course. The background is black space. Using that feature for its intended purpose has become a clever twist.