If the emphasis is on tight level navigation over combat, I'd appreciate having my balls busted harder. Some slight gravity so that you can't just float forever, for example.
But too early to tell. It ran. Didn't hit any crashes or lock-ups. Even exited to menu on the queue. Good job.
I am still finding the right balance for tight spaces and open spaces. Different tilesets will express the terrain with different shapes, too, with some being more vertical than others. Dead-end cavern branches are coming soon, which should shift the game's focus a little bit more toward exploration.
Right now, there's a single clickable mission on the "world map" that generates a 12-segment cave (at approx 5 enemies per segment) with the Jungle tileset. The plan is to generate missions of various lengths across different tilesets, and different missions may also generate with constraints or modifiers such as time limits or higher/lower enemy density, so terrain pressure will not be the only thing to consider when the game is complete. Underwater missions are currently on the "maybe" list, too.
Ship drift on the x axis is something that's been suggested a lot but I think you are the first person to suggest also slowly drifting down on the y axis. I'll play around with gravity and see if anything sticks; ship drift might be an interesting opportunity for crew members with engineering/piloting perks to tighten or loosen controls.
I've found one lockup so far and instead of fixing it I wrote detection for it and plan to hook it up to an achievement.
Visual feedback when taking damage is on the to-do list.
Each ship has starting HP and max HP. Certain crew members increase your start HP, so it is possible to begin a map with more than your max - these are the blue blips on your HP bar (similar to LifeBlood in Hollow Knight), and they are not recoverable if you take damage.
Interesting concept. The art is cute, and the music was quite nice, though needs a pulse. The damage taken from hitting a wall doesn't always seem to register, so at first I thought it was okay to touch the walls. This could be really fun later on! Keep at it!
Comments
Thankyou for the detailed feedback!
There's way too much for me to respond to all of it here, but a lot of it is being actioned! This is very helpful.
The newest uploaded version of the game has a functional missions menu with story missions as well as random-generated missions.
The HP bar has been given some extra love and polish.
The player's ship sprite now blinks during mercy invulnerability after taking damage.
Got through the level, works fine.
If the emphasis is on tight level navigation over combat, I'd appreciate having my balls busted harder. Some slight gravity so that you can't just float forever, for example.
But too early to tell. It ran. Didn't hit any crashes or lock-ups. Even exited to menu on the queue. Good job.
Thanks for giving it a playthrough!
I am still finding the right balance for tight spaces and open spaces. Different tilesets will express the terrain with different shapes, too, with some being more vertical than others. Dead-end cavern branches are coming soon, which should shift the game's focus a little bit more toward exploration.
Right now, there's a single clickable mission on the "world map" that generates a 12-segment cave (at approx 5 enemies per segment) with the Jungle tileset. The plan is to generate missions of various lengths across different tilesets, and different missions may also generate with constraints or modifiers such as time limits or higher/lower enemy density, so terrain pressure will not be the only thing to consider when the game is complete. Underwater missions are currently on the "maybe" list, too.
Ship drift on the x axis is something that's been suggested a lot but I think you are the first person to suggest also slowly drifting down on the y axis. I'll play around with gravity and see if anything sticks; ship drift might be an interesting opportunity for crew members with engineering/piloting perks to tighten or loosen controls.
I've found one lockup so far and instead of fixing it I wrote detection for it and plan to hook it up to an achievement.
I appreciate the feedback, thanks again!
Trying to launch the game on my 900p monitor and I cant click on the buttons or resize the window.
Reuploading with window resizing options now.
To play with the resolution of the game, open game/savedata/savedata.txt and adjust the following fields:
WINDOW_WIDTH|640
WINDOW_HEIGHT|480
ZOOM_FACTOR|2
The previous settings:
WINDOW_WIDTH|1280
WINDOW_HEIGHT|960
ZOOM_FACTOR|4
cute art, definitely think it needs some visual feedback when taking damage though
it didnt seem like picking up hearts did anything also
Thanks for the feedback!
Visual feedback when taking damage is on the to-do list.
Each ship has starting HP and max HP. Certain crew members increase your start HP, so it is possible to begin a map with more than your max - these are the blue blips on your HP bar (similar to LifeBlood in Hollow Knight), and they are not recoverable if you take damage.
Heart pickups do refill red HP blips though.
Interesting concept. The art is cute, and the music was quite nice, though needs a pulse. The damage taken from hitting a wall doesn't always seem to register, so at first I thought it was okay to touch the walls. This could be really fun later on! Keep at it!
Thanks! Taking damage in general will give more feedback soon. SFX and a little bit of blinking should help make it clearer when the player gets hurt.