Comments on: Space Crüesader https://indiegamerchick.com/2012/11/30/space-cruesader/ Indie and Retro Gaming Reviews from the one and only IGC Wed, 09 Jan 2013 21:44:31 +0000 hourly 1 http://wordpress.com/ By: Indie Links Round-Up: Lamplight | The Indie Game Magazine - Indie Game Reviews, Previews, News & Downloads https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-8038 Wed, 09 Jan 2013 21:44:31 +0000 http://indiegamerchick.com/?p=5022#comment-8038 […] Space Crüesader (Indie Gamer Chick) “Sometimes a game comes along that really surprises me.  I thought nothing of Space Crüesader.  The generic name coupled with the tired twin-stick shooter genre seemed to doom the game before I even booted it up.  Imagine my surprise when I discovered its one of the better games to come out in months.  I feel ashamed that I could be so prejudice.  I swear, I’m not really like that.  In fact, some of my best friends are twin-stick shooters!” […]

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By: J-R https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-6913 Fri, 07 Dec 2012 19:25:47 +0000 http://indiegamerchick.com/?p=5022#comment-6913 In reply to Alan Charlesworth.

I agree. Whenever someone suggests something for my game, I always listen.

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By: Alan Charlesworth https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-6870 Thu, 06 Dec 2012 13:05:06 +0000 http://indiegamerchick.com/?p=5022#comment-6870 In reply to J-R.

I think that’s common to a lot of creators – authors, musicians and artists as well as game devs. There’s a temptation to believe that because a certain feature is intentional, it can’t be wrong. I can understand that. But it’s vital to listen to feedback; if playtesters say “this feature makes your game too hard/unfair/not fun” then take a serious look at it. After all, they’re the people you’re going to be selling to, not yourself.

Rant over…for now. TL;DR: I agree.

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By: J-R https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-6861 Thu, 06 Dec 2012 06:46:08 +0000 http://indiegamerchick.com/?p=5022#comment-6861 I playtested this game before. I told the guy that the backgrounds made this game too difficult than it needed. He replied by saying that you can overcome it by skill. That’s one problem with indie developers. They sometimes refuse to listen to advice to improve their game.

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By: Argamae https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-6799 Sun, 02 Dec 2012 14:34:19 +0000 http://indiegamerchick.com/?p=5022#comment-6799 Well, back to SPACE CRÜESADER. Got the game today and I feel that – again! – the review is spot-on. After about an hour’s worth of gameplay time I would add that your ship is actually a little too large (with it’s wings and whatnot) to maneuver in an already tightly packed field of drifting, flying and shooting hazards. One other complaint (sort of) is that, considering the space rescue theme of the game, the starship doesn’t really feel like a starship. At least not controls-wise. And believe me, I have piloted quite a number of them in my time! When I was young we had thrusters that would let you continue to fly after cutting power because of the inertia and the vacuum of space. Actually, I would have loved to see that kind of control scheme here and instead lose some of the space debris and colorful explosions and missiles and rockets that just choke the screen. Of course, it would have been a different game. But I like the thought.
There’s actually a game that does that (minus the rescue theme if you don’t count collecting boxes as some kind of rescue) and it is totally recommendable. It’s one of my favourite XBLIG games of all time. It’s called SPACECRAFT. Might want to take a look:

Whew, I wanted to get that out for a long time coming. But anyway, SPACE CRÜESADER is a decent title and I enjoy it nonetheless.

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By: Jesse Bishop (@BishopOf82) https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-6788 Sat, 01 Dec 2012 17:05:02 +0000 http://indiegamerchick.com/?p=5022#comment-6788 “…featured a pair of boobs shooting other boobs, it would be the top trending game on my site and the #1 seller on the marketplace.”

I feel like someone tried that one recently…..

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By: Alan Charlesworth https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-6782 Sat, 01 Dec 2012 10:28:27 +0000 http://indiegamerchick.com/?p=5022#comment-6782 In reply to MannyMan.

One more time (and the developer himself grasped this concept in the end), the problem isn’t that City Tuesday is short, it’s that it’s INCOMPLETE.

It’s the beginning of a game that then SUDDENLY STOPS. I enjoyed it, but it ended in the middle of the game, and that would be equally true whether it’s ten minutes long or a hundred hours long. It’s not a question of length, it’s a question of structure.

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By: Indie Gamer Chick https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-6781 Sat, 01 Dec 2012 10:19:15 +0000 http://indiegamerchick.com/?p=5022#comment-6781 In reply to MannyMan.

City Tuesday’s problem was it was so short that I found it to be ultimately unsatisfying. This game is genuinely fun and theoretically has unlimited play value. I’m happy you enjoyed City Tuesday though. I mean that.

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By: MannyMan https://indiegamerchick.com/2012/11/30/space-cruesader/#comment-6780 Sat, 01 Dec 2012 10:16:06 +0000 http://indiegamerchick.com/?p=5022#comment-6780 City Tuesday, a genuinely innovative and original game, got a thumbs down as you said it was too short. Yet a game that is essentially nothing more than a bog standard twin stick shooter with noisy graphics (“awesome hook” : you park your sprite over another sprite whilst a timer goes down). is “One of the best titles on Xbox Live Indie Games”. Baffling.

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