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(+1)

Yeah, there’s definitely significant performance issues on the web build (the downloadable build should be better, but that’s no excuse).  I should be able to add enemies even when you don’t move as I’m already incrementing the spawn position on the screen, and there’s a lot of little balancing tweaks in terms of the intervals at which enemies appear/advance/attack. The intent for a goal is to find the level exit, which will likely also come with a random starting position, and basic variations of the level layout (flip vertical, flip horizontal and both).


Thanks for checking it out, and taking the time to comment!

(+1)

It got very fun since you updated. I played on the browser and got to level 5.

There's still the problem with the performance, but it's not a big deal since it's on the browser (the problem with the performance actually helped me, since it makes the balls more slow XD).

There's a thing about the performance that I find it curious and therefore think it's relevant to point: when you get to the next floor the performance gets a little better, even though the combat state seens to remain unchanged.

(+1)

A-ha! Yes I know what’s causing that speed up. There’s a clearing of dead enemies on level change, which I can make happen more often and hopefully keep performance a little better. Probably won’t help much, but it’ll be something. Thanks for the tip; next update will be focused on performance (but will also bring three new map variants to keep things fresh)