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Like the bit of parallax you had with the BG. Some things you could have done to make gameplay smoother is instead of checking on a timer if the shoot button is down to shoot, when they shoot, start a timer, and then don't let them shoot again until it's up. That way when you wait for a while, then shoot, the bullet comes out instantly. That better suits the idea of paying for shots as well.. About that, it would be nice if there's immediate visible feedback of your resource count going down as soon as you fire a shot. As it is, you see it going down, but it doesn't really feel like it's linked to you firing.

My initial thought was that you should add a delay to prevent them from selecting a level up ability as soon as the screen came up, so  the player doesn't accidentally select a powerup just because they're holding in the fire button. Well, that's not great if you level up a dozen or hundreds of times at once.

An end condition trigger in that case would have been nice. Turns out multiply drop rate is pretty good:

Thanks for playing the game, this is what I waiting for, thanks for the feedback, it will help me in future.

Anyway did the multiply drop rate cause integer overflow? I wonder.

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I don't think so? I suppose it depends on the formula but that wasn't my impression. The number of level ups each time I collected resource kept increasing steadily, and I started just feeding them all back into multiply drop rate, so at some point you're buying like a dozen levels of multiply drop rate in one pick up, then like 100 or more. It gets silly pretty fast. I'm guessing the multiplier is somehow exponential, especially when you buy like 100 levels consecutively.

Yeah, a trigger even as low as like, 10,000 to move to a victory screen would be cool, and avoid it from getting this silly 😆

And I must have had my headphones off for some reason at the time not to mention this earlier, the music is quite nice too, very atmospheric, suits the setting and tone well.

Now that you mention victory screen, seem like I kinda forgot about that, maybe I need to rethink game design again. game objective would be nice instead of wandering around randomly.