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(1 edit)

Really interesting concept, I had fun weaving the chroma lance through the maze! It feels great to get a big bunch of enemies all in one go!

Sometimes it was a bit hard to play though. First of all, if I hit a wall and get stuck off course, I can't get away from any enemies (Which is really frustrating). 
And secondly, there are way too many enemies at once. When you get to a certain point in the game, leaving one portal open is guaranteed death. While it should definitely ramp up, it feels like too much.

EDIT : Also it looks like there's a bug when you shoot something that's too close. It seems like the chroma lance disappears when it enters a collision with the player, but if the target is too close then it never stops colliding with the player, so it never returns properly.

Still a really cool game, that had a really nice feel to it. Awesome job!

(+1)

Thanks for the feedback Scadimal! The collisions were definitely one of the harder things to get working reliably, and as you found there was still lots of issues left. Adding ricocheting helped a lot but if you enter at a sharp angle or hit a corner directly it can still get stuck. 

Yeah, the difficulty is something I didn’t do much play testing of. I mostly focused on the initial spawn rates, but ran out of time testing how the increase in spawn rates changed the difficulty over time. Going back and looking now, if you miss the first or second orange portal then your often just screwed, which isn’t great I agree. Lots of numbers tweaking to do in future versions :).

Hmm, that might be because I have a flag to prevent the lance from being collected until it has stopped initially colliding with the player. Might want to add a timer or something to that as well.

Thanks :)