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So almost a 2048 on a hexagon but everything's trying to kill you situation? Interesting. I don't know if I'm missing some strategy or if death is just extremely inevitable.

I found the mouse clicking input to be very unreliable -- only every other click or so would actually "register" and cause me to move. I'm on macos with a high dpi / 120hz display.

Moving your move_player_system out of FixedUpdate and into Update seemed to resolve this. In FixedUpdate, you're potentially missing input events. This was a bit confusing for me since I thought https://github.com/bevyengine/bevy/pull/10077 in bevy 0.12.1 would have covered this, but I don't think that PR did anything with Res<Input>. Just EventReader<MouseButtonInput>.

The game over screen is really cool, but I accidentally immediately clicked past it and missed it like 5 times in a row.

I try to put gameplay/simulation in FixedUpdate, and UI/rendering in Update, which implies that the "Correct" approach is to listen for inputs in Update, then use an EventWriter to inform the gameplay systems.

I was not aware that there was already a way to use EventReader for inputs, since the tutorials I saw only mentioned probing the input resource.

Clicking past the end screen is a known issue. It also allows people to keep a bunch of the "state" from the previous play through, which is unintended. I should have added a lock-out until at least the enemies are all cleared.