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  • Is your hitbox supposed to be constantly visible? Those mixels are pretty ugly, and the cross seems like a good enough indicator to me.
  • There's nothing that indicates that the slimes explode and do damage when dying until you get hit by it. It's not even consistent. Why don't the ranged slimes hurt you?
  • Did you nerf the bombs? They don't even kill a slime spawner.
  • Is it just random whether a shot will make the boss turn around?
  • What's the point of candles spawning yellow dots in a big circle? It's just annoying.
  • Those red enemies are fucking terrible. Enemies should be hard to avoid, not hard to hit. And even if you hit them, there's a delay before they die that gives them time to hit you anyway.
  • The platforms below some of the windows blend in with the background.

Thank you for playing again Qwott, I always appreciate when you destroy my game 

  • Is your hitbox supposed to be constantly visible? Those mixels are pretty ugly, and the cross seems like a good enough indicator to me.

For now, yes. I want to make a toggle to have the core always visible, visible only on strafe, and invisible. You are right the cross was the original hitbox, but too many players got confused. the mixels are a big problem, but dunno when/if I'll resolve it, because who knows what the final art will be.

  • There's nothing that indicates that the slimes explode and do damage when dying until you get hit by it. It's not even consistent. Why don't the ranged slimes hurt you?

leaf slimes blink (like when an enemy get hurt) before exploding, maybe you want a bigger window to runaway? Both types of ranged slimes should hurt you on touch, I'll check the demo build and see if you discovered a bug.

  • Did you nerf the bombs? They don't even kill a slime spawner.

A little, so you need at least a bomba + 1 shoot. do You think it stops the flow of the game, or it's more a balance problem?

  • Is it just random whether a shot will make the boss turn around?

Big cherry has 1/5 chances to turn on shot hit; smaller cherries have bigger chances, but I dunno if I got the sweet spot yet.

  • What's the point of candles spawning yellow dots in a big circle? It's just annoying.

It's a pinata of energy for adhd kids, if you are near the candle when you hit it, you absorb everything instantly.

  • Those red enemies are fucking terrible. Enemies should be hard to avoid, not hard to hit. And even if you hit them, there's a delay before they die that gives them time to hit you anyway.
  • The platforms below some of the windows blend in with the background.

you are right on both accounts, the new zone and his enemies need a lot of tuning. right now it's a pretty bullshit section.

(1 edit) (+1)

>leaf slimes blink (like when an enemy get hurt) before exploding, maybe you want a bigger window to runaway?

Who would assume that an enemy blinking in the exact same way as when it gets hurt means it's about to explode? Or that a puff of smoke with an anemic squirting sound would hurt you?

>Both types of ranged slimes should hurt you on touch, I'll check the demo build and see if you discovered a bug

No, I mean why don't the ranged slimes do damage when they die? I also noticed the slime explosion hitbox lingers. Explosions should only do damage on one frame.

>A little, so you need at least a bomba + 1 shoot. do You think it stops the flow of the game, or it's more a balance problem?

I noticed now that you reduced the cost. I guess that makes up for it. The radius could be a tiny bit bigger, though.

>Big cherry has 1/5 chances to turn on shot hit; smaller cherries have bigger chances, but I dunno if I got the sweet spot yet.

I don't think RNG is a good way to do it. Make it so that you have to hit it multiple times in quick succession or during a certain part of the animation or something.