Oh no. Thank you for the info! I just uploaded a downloadable demo that can get around WebGL errors until I find the issue.
Sorry about that. My first comment ever! So, happy :)
Nice, widescreen looks perfect now indeed. The 5-minute and 10-minute achievements worked, however, the Dragon one did not. Or is that first (and only) big flying enemy not the dragon? Some other minor things I noticed:
I'll probably play a bit more the coming days, didn't lose interest yet ;-)
Oh and haha, thanks for mentioning me on the download page ;-) Not really necessary, but always nice to see yourself mentioned.
Very much open to implementing ideas. And those are very good ideas. I want to write a quick weapon design philosophy under the development and I hope you will get a chance to critique it. Hopefully, tomorrow.
In short, the Sawblade at max is an 8 directional weapon. Same with arrows. While I have 7 other closest enemy weapons. It was mainly a balance decision for different playing styles. Could always add another weapon for you desired effect!
Ninja star could be upgraded to 4 stars, so there would be 4 stars in each corner. I definitely need to balance these weapons, so I’m very appreciative of the effort you put in.
I’m going to double check that dragon :)
Two other things I noticed:
Fixed the green text!
Interesting regarding the GPU usage and fans. I think the issue is because I don’t cap the frame rate and the CPU just runs as fast as it can as the application doesn’t limit it.
I can cap the FPS for sure on the title and there are plenty of optimization tricks I have not implemented.
I did add some options to turn off shadows and remove Post Processing effects. This was intended for various devices and maybe one day a long attempt at mobile.