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I'm very curious what the damage is based off of.

My guesses are velocity, and time spent on enemy.

Also just send that to my friend to play w later bc he does heroku/node stuff too

Cool! Enjoy playing. Combat in boomba zoomba is slightly different from Apollo X combat because there's actually a bit of gravity.

In this file (https://github.com/N8python/apolloX/blob/master/scripts/person.js), there is a takeDamage function that explains the exact methodolgy.

Damage is based off of angular velocity,  and is updated every game loop. So an initial hit (high angular velocity) will deal a lot more damage then just resting your weapon on the enemy (low angular velocity).

Damn wish I would have thought of that. I thought I was wittling them down then I would do a big uturn to resume the fight and they would die. I guess it was the uturn that always killed them lol. Again, good job dude

Thanks! Yeah, the optimal strategy is to generally swing your weapon on the enemy's head - like the uturn you were describing. Some of the latter enemies have the AI to block your weapon when it gets near your head, so that makes combat a bit more interesting.