I played it the other day, enjoyed it but didn't think I had any meaningful input to leave a comment. Came back tonight and thought, "ooh that one was good" and opened it up to play again. I lack the insight or vocubulary to explain how but you're doing something right. Died to people spawning right next to me, maybe some indicator for an incoming spawn? A circle that closes in on the spawn as it's about to happen or something might be good, don't know how much that might change the game though. Anyway, good shit.
thanks for playing and leaving feedback, happy to hear you enjoyed it. It should hopefully be more obvious where enemies spawn and when they are spawning once I update the level tiles, I'll keep in mind that there should be some hint that there is about to be a spawn. when I playtest that trips me up too, usually if I hit an enemy once which knocks them out of the spawning state so they can quickly start attacking you.
this demo rocks. goddamn. keep going with it. Love the flavor text. My only thought is I don't quite understand why he's a wizard, almost everything he does is shooting guns.
Thanks for playing and glad you enjoyed it my man! I appreciate the encouragement. In my head the wiz just summons bullets and shotgun shells from a non-fantasy dimension and casts them like regular spells, but everyone else around him is just as confused as you are.
Fun game. Only thing I can say is that enemies shouldn't be able to spawn randomly, have select locations where they spawn or make them spawn out of the player's view. Kinda wish I didn't start off with the shotgun and the arena was bigger. Canon blast guys were a lot better, since there were more interactable than the samurai. I'd recommend something more like that based off bullet hell games that forces the player to think and move quickly than generic enemy running to you for your enemy designs mechanically. Good so far.
Thanks for playing and thanks for the feedback! The enemies have set spawn points, the idea is that they are coming through windows I haven't added yet ( and a staircase in the middle), but based on the current level tiles it definitely just looks random. I want to come back to this game later down the line to add bigger/more levels but am looking to wrap this version up pretty soon. Agreed that cannon fellas are more fun, the melee enemies are mostly fodder at the moment.
A normal pistol, so something like the shotgun is an upgrade since it has more range. Most games start with a pistol since it allows everything else to be showcased to be different from it easier and more instantly.
thanks for playing and I'm glad you enjoyed it! Technically in this game you don't just have a shotgun, you are the shotgun. the big bodies are usually what ends my runs too.
This game is very addicting. I probably played it for way longer than I should. I did not realize there were unlockable weapons while I was playing (I thought the upgrades were for WIP stuff) so I'm going to have to play it again (oh, no!). Adding an option to change your weapons in the menu after you die would probably be a good idea. Thanks for submitting, this was really fun. My high score was 597,326 (around 01:32:40),
thanks for the feedback and especially for the video, that helps me a lot to understand what people pick up on or miss. I'm glad you figured out using the reflector to turn the shotgun into a sniper. 500k+ is the max rank currently attainable, making you possibly the most powerful mage tower massacre player on the planet. Adding loadout to the game over screen is definitely a good suggestion and an easy improvement. Thanks for playing!
I got a high score of 12718, this game seems a lot easier than last time I played it, but the graphics have improved. I, at first, thought that the samurai guys died in one hit, but they can take at least one bullet, also the AI before was more aggressive, I think you may have lobotomized it too much.
thanks for playing it man, I appreciate the feedback. I made the more dangerous enemies start spawning in more frequently the higher the score is, the only other change to the AI is the archers having a very small additional delay to fire and slightly slower projectiles. I'll keep it in mind, maybe they are too sluggish. Can't trust a lobotomite with a crossbow
Comments
I played it the other day, enjoyed it but didn't think I had any meaningful input to leave a comment. Came back tonight and thought, "ooh that one was good" and opened it up to play again. I lack the insight or vocubulary to explain how but you're doing something right. Died to people spawning right next to me, maybe some indicator for an incoming spawn? A circle that closes in on the spawn as it's about to happen or something might be good, don't know how much that might change the game though. Anyway, good shit.
thanks for playing and leaving feedback, happy to hear you enjoyed it. It should hopefully be more obvious where enemies spawn and when they are spawning once I update the level tiles, I'll keep in mind that there should be some hint that there is about to be a spawn. when I playtest that trips me up too, usually if I hit an enemy once which knocks them out of the spawning state so they can quickly start attacking you.
this demo rocks. goddamn. keep going with it. Love the flavor text. My only thought is I don't quite understand why he's a wizard, almost everything he does is shooting guns.
Thanks for playing and glad you enjoyed it my man! I appreciate the encouragement. In my head the wiz just summons bullets and shotgun shells from a non-fantasy dimension and casts them like regular spells, but everyone else around him is just as confused as you are.
Fun game. Only thing I can say is that enemies shouldn't be able to spawn randomly, have select locations where they spawn or make them spawn out of the player's view. Kinda wish I didn't start off with the shotgun and the arena was bigger. Canon blast guys were a lot better, since there were more interactable than the samurai. I'd recommend something more like that based off bullet hell games that forces the player to think and move quickly than generic enemy running to you for your enemy designs mechanically. Good so far.
Thanks for playing and thanks for the feedback! The enemies have set spawn points, the idea is that they are coming through windows I haven't added yet ( and a staircase in the middle), but based on the current level tiles it definitely just looks random. I want to come back to this game later down the line to add bigger/more levels but am looking to wrap this version up pretty soon. Agreed that cannon fellas are more fun, the melee enemies are mostly fodder at the moment.
Which weapon do you wish you started with?
A normal pistol, so something like the shotgun is an upgrade since it has more range. Most games start with a pistol since it allows everything else to be showcased to be different from it easier and more instantly.
It's pretty fun although I did not expect to blast my enemies with a shotgun. The cannon guys are rough man.
thanks for playing and I'm glad you enjoyed it! Technically in this game you don't just have a shotgun, you are the shotgun. the big bodies are usually what ends my runs too.
This game is very addicting. I probably played it for way longer than I should. I did not realize there were unlockable weapons while I was playing (I thought the upgrades were for WIP stuff) so I'm going to have to play it again (oh, no!). Adding an option to change your weapons in the menu after you die would probably be a good idea. Thanks for submitting, this was really fun. My high score was 597,326 (around 01:32:40),
thanks for the feedback and especially for the video, that helps me a lot to understand what people pick up on or miss. I'm glad you figured out using the reflector to turn the shotgun into a sniper. 500k+ is the max rank currently attainable, making you possibly the most powerful mage tower massacre player on the planet. Adding loadout to the game over screen is definitely a good suggestion and an easy improvement. Thanks for playing!
I got a high score of 12718, this game seems a lot easier than last time I played it, but the graphics have improved. I, at first, thought that the samurai guys died in one hit, but they can take at least one bullet, also the AI before was more aggressive, I think you may have lobotomized it too much.
thanks for playing it man, I appreciate the feedback. I made the more dangerous enemies start spawning in more frequently the higher the score is, the only other change to the AI is the archers having a very small additional delay to fire and slightly slower projectiles. I'll keep it in mind, maybe they are too sluggish. Can't trust a lobotomite with a crossbow