Good job. Seems to be fixed.
One minor issue I noticed is that the swords sometimes miss because they spawn behind the enemy. You should probably be taking the speed of the enemy into account and spawning the sword a bit in front of it.
My guess would be the collision detection being inefficient.
Putting the technical problem aside it also points to the game mechanics needing some tinkering. It seems impossible to not end up running away from a growing blob of enemies following you. The player's weapons don't seem fit to cut down the number of enemies in a meaningful way.
Very cool. I like the animation. It gives you a sense of speed.
A few suggestions:
1. It would be nice if you could also show WPM. I looked it up right now and apparently WPM is usually calculated by CPM/5.
2. I'm not entirely sure if the CPM are calculated correctly. On the secret text I got like 75 CPM which can't be correct. I typed it in 12 seconds.
3. The contrast between the background color and the font is a bit low imo. Maybe make the background a bit darker or give the text a dark outline.
4. It might make sense to move the position of the cursor a bit to the left so one has more time to read the words ahead.
Nice game. Here are a few suggestions:
1. The size of the iframe doesn't fit the resolution of the game and cuts part of it off (see image). I think you can set the size of the iframe in itch.io settings. It's fine in fullscreen mode.
2. It would be nice if I could also go to the next text by pressing enter instead of having to click the button.
3. The number of texts is quite low, so they repeat often. You can just let ChatGPT generate a hundred sentences for you.
Replying 4 years late but better late than never, right? 😂
Took me a while to figure out that level as well. You can influence how the inactive AI moves. It always looks at the mouse cursor and walks in that direction when you press Space.
You can use that to make it bounce back and forth in a safe space. Then you can use the yellow box to block the two guards on the right and get the suitcase.
I'm really not a fan of that game mechanic, though. Not sure what the point is.
Wow, I enjoyed this game a lot. It was incredibly hard, though. The peripheral vision of that thing is insane. And it took me a long time to find out how to get the key in the bathroom because I didn't know that you could crouch. I also couldn't figure out the combination. The number yes, but not the reverse order. Had to look it up in one of the videos.
The controls are a bit awkward, though. E and left mouse click should be one button. It's confusing to have both for different interactions and the dialog. It should probably be E for both. Then LMT would be free to use for shooting instead of RMT which is unusual.
You don't have to ;). I like to give feedback for fun even on old projects that aren't going to be worked on anymore.
I only noticed now that you can set the speed and spawn time in the settings. But as long as the enemies come one by one it's still rather easy.
If you do continue to work on it you could look into two bugs I noticed:
1. It seems like once you fail to type a word you can't type other words that start with the same letter.
2. Your score doesn't reset when you restart the game.
Cool game. Made it past level 20 before I quit. The pause between the wave screen and the actual wave is a bit too long, though. It lets boredom set in.
Also the number of words needed to fill up the meter seems ridiculously high. I couldn't make it even once. Maybe just subtract 10 points instead of resetting it to zero.
I would also add some subtle marching music smilar to this:
Very good job on your first game. Some tiny suggestions:
1. Sometimes the same word spawns twice in a row which can cause you to shoot twice at the same enemy if you're fast. Maybe do check to ensure you don't have duplicate words on the screen.
2. The text under the enemies is rendered a bit blurry. I assume the cause is floating point coordinates that cause the pixels to be interpolated which doesn't go well with pixel graphics. You could try rounding the coordinates to integers before they're rendered.
Godot might have a built-in feature to fix that. The term "GPU pixel snap" came up on a short Google search. Maybe that helps.
Very solid game. I made it to 194 kills. It would be cool if you could type any of the displayed words instead of just the one highlighted by the game. At least the nearest enemy should be picked instead of the one that spawned first.
I'm not a fan of the super obscure words. I like it when typing games train useful muscle memory.
The input field shouldn't disappear after typing a word. That way you have to press Enter twice for each word which is tedious. You could even check for a match after every key stroke so you wouldn't have to press Enter at all.
It doesn't seem like there is a point in disabling the input field. The numbers you press to select units for production don't conflict with the words you type to destroy units.
Simple game but very well designed and implemented.
I'm a decent but not incredibly fast typist. I tried to be strategic with the special abilities. The best I could do was 824 on the third attempt.
However the leaderboard doesn't seem to work for me
Edit: 4th attempt. Btw the option to retry seems to be missing (sometimes? I thought I saw it once).