Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(3 edits) (+1)

Reached all the way to round 37 when this happened


I like the indicators that show which enemy will spawn. Also the new buttons to order and upgrade modifiers in the inventory. I don't think I will ever use the "exchange all" one though. The screen that shows which enemies the level will have was useful at first, but it got a bit annoying later. it was hard to notice when a new enemy was introduced since you don't read the table wave after wave, just once every time AFTER a new enemy is introduced. I think it needs some re-organizing and maybe a new menu. Also having to scroll to see all enemies and the list pushing the "continue to level" button to the bottom might not be ideal.

Sorry to say, but I disabled the bloom effect as soon as I learned it could be disabled. I personally don't like it, it makes me feel like I don't have my glasses on.

There was something weird going on with the "Pi" modifier. At one point, having "Pi" increased damage from 20 to 24. "Pii" changed it to 21 and "Piii" dropped it to 14. The way some modifiers change when they are upgraded feels random or inconvenient at times. For some of them you don't even want to upgrade them at certain point, for example Daa is ok but Daaa drops firing rate off a cliff.

At one point by experimenting, I managed to have negative armor penetration. It made mine layers almost impossible to kill.

Finally, I don't like the ship with orbiting shields. It is fine when there is only one, but with two at the same time they becomes a headache. Fire/move incorrectly and both regenerates all the shields without hurting them even a little. I managed to beat three at the same time but it took me a long time. Then I had the situation of the screenshot. I spent 10 minutes and my patience ran out after hitting them 3 or 4 times. I understand this is designed to be tackled with a specific setup but having something outright unkillable if you have the wrong modifiers doesn't feel good.

Also I tried other modifier for once this time! I had "Expp" for a long while though I ended up needing armor penetration so I had to drop it. I need to learn how to pair it with other modifiers effectively.

(+1)

Hey, thanks for the feedback, sorry for not replying faster!

I improved the enemy preview screen, so that enemy description are collapsible, and are expanded only for new enemies in next level, that always appear on top.

It's ok that you don't like bloom, that's why I gave the players an option to disable it.

Pi was bugged, I fixed it now, but it's still nerfed compared to how it used to be. I'm doubting my decision to make modifier effects dependent on their order, on one hand it's supposed to make players experiment more, but on the other hand, it's easy to exploit, e.g.: put Fi after Da and it will completely negate the firerate reduction, cause Fi always gives you +5 to firerate regardless of how low it was before.

Negative armor penetration works as it's supposed to, it decreases your chance to deal damage to armored enemies, but it never makes it 0, cause otherwise you'd be stuck.

Yeah, I also think it was a problem, so I change how the spinners work, now they won't regenerate shields until they take some damage, and even then there's a delay.

Co and Da work well with Exp.

(2 edits)

Hey I'm glad the feedback was useful!

  • I'm doubting my decision to make modifier effects dependent on their order, on one hand it's supposed to make players experiment more, but on the other hand, it's easy to exploit

In my opinion the order of the modifiers being important has always been that it is something difficult to wrap your head around while playing. I remember you mentioning the main appeal for it was for cluster modifier when the bullet exploded. As a suggestion for something I believe could be intuitive, you could make a modifier that when the bullet is destroyed, it shots bullets from another weapon the player has equipped. That way you can have a way for the modifier order to matter (first the modifiers of weapon 1 all at once, then the modifiers of weapon 2 all at once), while controlling how powerful it and making it easy to understand. It also gives the player another reason to have more than one weapon with important modifiers.