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I like it! I thought it was fun.

But the timer stopped at 130? And the bugs got really easy there at 130 aswell? What's taht about?

Oh, and also, maybe put the "Mental health" in a healthbar instead, I think it's kinda weird to have mental health represented by a number. But that's just me!

Also the bugs were pretty hard to click, maybe make their colliders bigger and making the bug amount more as you get further?

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Yeah the colliders are the same size as the bugs.. but they are quite small (the bugs).. - could maybe have a zoom function and you can move the camera with the mouse.. and having it increase in difficulty would indeed be a good idea. Not sure if I'll go back and add more features later, but if I do will bare it in mind! Cheers

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The way I got so far is because I put on fullscreen so the bugs were easier to press :)

Still...that's some fast clicking!! :)

I mean I got down to 9 Mental health so he definitely took a few hits...

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Ok but not many.. honestly on a run where I tried my best to get as far as I could (to the 120 seconds) I managed 70 seconds before the end screen! Good work :)

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Glad you liked it! You're the first to notice that bug haha, it's really difficult to get that far so well done! (I still haven't haha) I decided to just use multiple instantiates in CoRoutines (I thought I'd put 120..oops!) instead of an InvokeRepeating, it's not a particularly amusing bug, but there you go!

I know what you mean about the mental health, I realised this after I'd submitted.. but if I update it in the future will definitely make that a slider instead of a number.. just makes more sense you're right.

Thanks for playing! :)

I'll give you a great tip right now:

If you're counting time in the game, don't do coroutines or invokes or anything, just put this in your Update function:

float timer; (not in update)

{

timer += Time.deltatime;

timerText.setText(timer);

}

By using Time.deltatime, every frame it adds the amount of time that frame took.

That's how you make a simple timer/counter!

Then if you want to spawn bugs with that aswell you just put another variable called (float spawnDelay) or something and do:

{

spawnCounter += Time.deltatime;

if (spawnDelay < spawnCounter)

{

        enemies.Spawn();

        spawnCounter = 0f;

}

timerText.setText(timer);

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Thanks Vel, though I normally use a timer function for timers, this one was on the theme Intentional bugs though so decided to do it like this to allow for a bug (though could have done that with a timer function). Like I say not a very amusing or inspired bug but by this stage it was 4am here in holland and decided to just leave it in (along with the timer continuing to count after the end screen comes up). Along with the bed bugs, they were two intentional bugs haha