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1) What was the first thought when you guessed where could the hitbox be? Did you have a place in mind or you really couldn't guess it?

I considered hinting at it with grazing (Lunar Bunny Invasion does it!), not sure why I didn't proceed with it, like, the code isn't too complicated since I could reuse the same logic from rocket splash damage, but just check if there's just one nearby enemy's hitbox inside the range (or terrain), that *probably* won't help against super fast bullets, but still.

2) So that shooting with two shots at the once won't become a chore in movement. The idea really is to give a little penalty for maximum firepower to force you to switch to one shot at a time when switching from one enemy pattern to another. I didn't have a lot of fun with bigger speed penalty, it felt too jerky. Didn't have enough patterns to make focused movement idea shine at ig.

3) Ah. Welp. I forgot to add sound effect for thst one. I think I thought about what kind of it to give, then gave up and never returned. Whoops. Sigh... Anyways, it's supposed to give powerups from the right side when you destroy enemies of some kind, but I never got to implement more powerup shots like rocket and (non-existent) lighting, so you might have seen how weapon rank isn't reset after picking up wide shot after you die. I really forgot about it lol.

4) Time-based dynamic difficulty increasing as you go further into the game. I wanted to decrease it if you die, but... I forgot as always :CB_shrug: not really due to crunching, I just forgot

If you're interested, I'll release the update after rating period (I'll try to keep gamejam ver available)

(+1)

1) As I was experimenting, I discovered the hibox placed in the necklace, which was a bit counter-intuitive (usually it is in the visual center of the sprite, to make it easier to control the position by using peripheral vision only)

2) Yeah, I was hoping to use that penalty for precise positioning and pixel dodging during the boss fight, but couldn't do that most of the time as it still was too fast (but that's my own problem)

(1 edit)

1) Yeah, I think I kept non-center hitbox because I wanted to visit the idea of bullets not aiming straight at your hitbox, but ultimately forgot about the idea because skaltmoment and because I put the sprite center at necklace's crystal for my own programming comfort and never revisited the idea again. Hopefully I won't forget this time :peko:

2) I'll do a toggle between faster and slower focused movement on title screen or (not implemented) service mode, I didn't do an intermediate value (aka non-integer straight movement) because I explicitly work in 320x240 resolution with some entities rounding up from floating point to integer, so I wanted integer for smoother movement. (Edit: are you okay eith non-integer *visual* movement even if it won't look smooth?)