Rapid Escalation (First Steam Prototype)
jMonkeyEngine Hub
March 30, 2026
I gave the game a try, and it definitely looks very polished and promising. I’ve also posted it to the engine’s socials since you’ve previously opted in to the marketing pool for all your projects; hopefully that can bring in some more testers and feedback.
Much of my personal feedback has already been stated by others.
But the main feedback I have would be to slightly increase the default round length. I know you mention it is supposed to be fast paced, but I found the first few waves ended a bit too fast, and it felt especially interruptive when the round ended while I was still trying to figure out and adjust to the controls.
It also took me a few rounds before I could afford any upgrades, so the first few breaks to buy upgrades felt like unnecessary interruptions. I’d say a good pacing would be to make it so that the player can afford to buy at least one upgrade by the 2nd or 3rd break (even if they aren’t doing very well, which I think was the case in my testing since I misunderstood the controls in the first few rounds, and it took me a minute to realize that the ship aims on its own)
Otherwise, it looks like a promising game with lots of potential. As others said too, it could also play very well on mobile with the way the ship auto aims. Very impressive game!
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