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I got sucked into this and played it for far longer than I expected I would! Overall I had a great time and from a dev perspective I'm amazed by what you managed to achieve in the time you had!

Unfortunately my running experience was one of minor frustrations, most of which stem from the starting speed. Game balance is a difficult art and as such this is somewhat my personal taste, but the slow speed + quantity of enemies spawned means it is near impossible to collect long-range experience orbs without the relevant upgrade. This means I lack upgrades and as such the number of enemies alive grows far faster than I can kill them. 

In the end, what usually kills me is (I think) a physics bug: enemies partially stack up on each other as they turn to face the player, then explosively move away to ensure  that they have their own space. The outcome for the player is that the basic enemies essentially start dashing towards the them, faster than the player can move. The only time I managed to reliably avoid this was by luck when I could stack Celerity 3 times.

I don't want your takeaway from my comments to be negative, or that I didn't have a good time - I spent the better part of 45 minutes playing, and for good reason! The upgrades are creative and I really like how distinct the starting weapons/powers are! It's a great game and with a few small tweaks I think could be absolutely fantastic fun!

Many thanks for playing and leaving such a detailed comment :)

First of all, regarding the bug you noticed, I think I understand what my mistake is, and it's one I've been making for a long time. Indeed, to prevent the enemies from piling up, I used to move them one pixel apart with each tick. And on my side, everything seemed to be going well. There was sometimes a slight acceleration of the enemies, but nothing abnormal. Then when I read your comment, it clicked! I tried my game with another framerate mode that doesn't limit ticks and I got the bug you mentioned. In short, I modified my code so that it only triggers every 0.06 seconds (which is equivalent to 60fps for everyone). Logically, if you play it again, it should be fixed (I hope!).

As for balancing, I'm well aware that it's a subtle and difficult art :) I've done my best on a style of game I have no particular knowledge of. I have the impression that the game is difficult but far from impossible (but maybe that's just an impression). Personally, I'm now able to finish it by trying a bit of every style of skill combination (I'm well aware that, as a dev of the game, I'm by no means a representative player). But perhaps you'll find the game less unfair and frustrating without the bug.

In short, your comments are very positive for me, and very enriching. And I'm glad you've spent some time playing, despite the bugs and frustrations you've encountered.

Thanks again :D