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I also found another targeting related bug where I switched from closest to highest health while a big enemy spawned. It seemed to take a second for the units to start firing again. I also had a wave 2 with only 2 slime enemies, not sure if that's intentional

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Great! I love good feedback, I appreciate all the help and time taken to play my game :). I just changed the itch.io page to have nicer background colors. The reason why some waves spawn fewer enemies is probably due to the money-based wave system I used, I assign the game manager a set amount of money per wave (wave money = 10 * WaveNumber). So it automatically fills an array with enemies that cost a set amount, e.g. normal bipedal enemies cost 1, slimes cost 10, and the big enemy costs 45. It was my first time using a system like this and I think that in order for it to truly shine it requires significantly more enemies types and variants.

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No problem! Glad to see your improvements. Interesting, it does keep things interesting even with only 3 enemy types.