Comments

Log in with itch.io to leave a comment.

(6 edits) (+2)

Wow!  This was both a lot of fun and has a lot of potential!  Starfox VR?  Cool!   It played really smoothly, and I liked the score, sound and VFX.

As a stubborn standing-only player, thank you for the prompt to sit down and recenter. 

Although it was an unpleasant discovery, I found it hilarious I could shoot my partner ship if I tried to fly in wingman formation.

My suggestions: 

Either lower the health of the enemies, or increase the size/damage of the player's shots.  I found myself needing to focus on one 'mob' for too long, and often took fire doing so.  This also has the effect of 'freezing' your ships in position while you perfect your aim... which leads me to my second suggestion:  

Add a barrel roll or Immelman turn/loop (can't Uturn in hyperspace!)  you can trigger, that temporarily detaches the ships  from your hands to do a maneuver that is impossible for hands to replicate.  That will add to the agility of the ships, and reduce the 'flying pistols' effect?

Finally, by giving the enemy ships lateral movement within the 'hyperspace' tunnel, you increase the sensation of 'hyperspace battle' that your level design suggests, and also unfreezes your ship controllers in turn, as the target is never static this way?

Seriously though, this has a lot of potential.  I think you should push it into a full game, as it might be the first of its kind?  Great work!

Thank you for playing and for providing interesting feedback!

Yes, the ships can shoot each other. Initially I also planned to add some damage when they collide.

I think that this game really needs different types of enemies in order to be more fun. Here is what I have initially planned but didn't have time to implement:

  • Asteroid field with 3 sizes of asteroids. Small ones can be destroyed by shooting them once. Medium ones can be split into small ones. Large ones have to be avoided.
  • Small enemy drones that can be one-shot
  • Current enemy type (probably should have less HP as you suggest)
  • Copy of the current enemy but with a shield that would turn on and off every 3-4 seconds.
  • The boss ship with many turrets. They each should have only 1 HP but their number should be terrifying.

I like your idea of adding more movement to enemies. Right now they are supposed to move diagonally with some random values but it's buggy and should be reworked.

Very interesting idea about adding piloting tricks like barrel roll. I definitely want to play-test it 🤩

I have many ideas of how to expand this game: voice acting of dialogs between the two pilots, shields, pick ups for health refills and weapon upgrades, etc. But first I need to improve my skills in Blender in order to be able to make better graphics 😭

(+1)

Please keep us updated if you take this further, I'd like to see what you do with it.
 
Taking it beyond the hyperspace tunnel into asteroid fields sounds great.  Capital boss ships could be really fantastic... (and recall if you will, how Starfox 64 shifted from an 'always forward' locomotion to an arena style against its bosses, where if you didn't circle back yourself it would auto-return?) 

What about a battlestation that... isn't a moon?  Maybe you could, I don't know, fly down a trench or something?

Another suggestion:  Take a page from Galaga, and maybe one of your ships gets 'captured'/tractor beamed... then, if you can free it by shooting its captor, instead of rejoining the hand it was separated from, it joins the ship that freed it, doubling its firepower (either linking the ships together, or having it in the previously mentioned wingman formation, behind and to the left/right, programmed to not fire if it's forward 'wingman' is in line?)

Simply put, by making hands into spaceships, you have blended the imagination we all had as children with the agility of our wrists and hands to create a unique mechanic, and I say why not throw the kitchen sink in there when it comes to space battle?

Thank you for your suggestions! 🙂

Yes, it would be cool to have some different locations and not just the hyperspace. Let's see if my graphics skills will allow me to implement them.

I absolutely love the idea of one the ships getting captured and the other ship having to free it.