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(+1)

Thanks for the feedback.

Movement isn't nearly precise

By that you mean aiming and rotation?

difficulty didn't seem to reset

Did this happen in v02? I thought I fixed it.

> Movement isn't nearly precise
Technically not my words as I was quoting someone else.  The movement was fluid, but it was hard to dodge things for me.  Could be a skill issue, or my other suggestion with the dodge boosters could help me.
>difficulty didn't seem to reset
I don't know 100%, but I survived a LOT long the first time I played that the subsequent ones.  I could've gotten lucky the first time, but honestly I thought I was running into the enemies without damage the first time too so I don't know exactly why it was harder the 2nd+ play-throughs.  Sorry if that is more frustrating than helpful.  Non-concrete answers suck

(1 edit) (+1)
Non-concrete answers suck

Nah, it's more clear now. Your answers are concrete.
Also I don't expect people to just give me solutions, it's my job really to figure out the meaning behind feedback.
This reminds me of this clip about interpreting feedback: https://streamable.com/rxqlyi

My confusion was with word "precise", because I myself have problem with precision of the beam weapon. So I wanted to make sure if this is the same thing or something else.

This exchange is really good lesson that it really is on the gamedev to figure out meaning behind feedback.

  • I just checked and I did fix the bug with difficulty.
  • But you say you feel like the bug is still there.
  • I know you played the fixed version (from download analytics).

So the question for me to figure out is: why does it feel like the bug is still there? what's the REAL problem with difficulty?

Thanks for clarifying.

(+1)

OKAY, I get it now. I actually didn't fix the difficulty bug, not fully.
The difficulty level consists of 2 things.

  1. list of possible enemies that can spawn
  2. and simple spawn multiplier

I fixed 1. the resetting of the list (so the shooter enemies don't appear for example at 0:00 second), but 2. the multiplier still persisted between runs which resulted in there being too many enemies.