as all guns only shoot one target, swarming would actually be very unfair, so enemies only work individually and the player must maneuver to keep them far away enough, they run on low HP because every ship has innate repairing, so they run away to heal and will keep fight after that, also thy have a detection range, but they will try to follow you if they get shot
ArthurTavares
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not bad, using both arrows and WASD to control is a nice idea, but only using up arrow seems a waste, either add functions to the other arrows or move acceleration to spacebar
the sound warning for low oxygen is fine, but the constant breathing is a little too much, and please adjust the speed, it is too slow
seem interesting, i like there are shortcuts to buy with QWER, but it is impossible to know what they do based only in the icons, some weapons don't even kill enemies fast enough and others seem useless, weapons focus on bosses making other enemies get clos easier and slowing down income by a lot until you kill that boss
there is no game over and the testing does not work
hi there, made a demo with those sprites, made some jest to be shield generators and the double guns are single guns
https://arthurtavares.itch.io/star-fighters
now i can see fully the game screen and even use fullscreen
the concept is very nice, but i think you can iron out some parts, like i have to click once for the word to appear, type it out and them click again to activate the skill, and since there is no time limit or punishment for getting things wrong, there is no actual challenge, try to make a bar that slowly depletes, if you finish typing when ti is above 80%, the attack deals bonus damage, if it is around 20% and 80%, the attack deals less damage, if the bar reaches 0%, you lose the turn, this way you can make things more challenging and reward people for typing faster and correctly, even make when you type a wrong letter you lose that bonus damage regardless of how fast you type, and if you type too many world letter you lost your turn, this could work even with enemy's attacks, if you type correctly and fast enough, you reduce the damage your take
sorry for the big text, just saw great potential with that game, even without the megaman sprites it can be a fun game to play while actually educative
also, i found a funny bug, once you type the word, the next button press will trigger the actual attack, but since the button stays on screen, you can click it multiple times and apply a lot of damage at once, but it is not technically cheating because after all your attack the enemy seems to attack you the same amount of times you attack, evening out in the end, but you can try to finish and enemy quick if you click enough times to kill it
the game is really nice, the music is perfect
but after the door i kept going and going and there is nothing more, i made all upgrades to the max and kept entering random rooms
also i think some shortcuts are necessary, clicking to collect on every tile or to clear obstacles is really hard, just make collect be space and clear be E or something
this is actually nice, it take some upgrades to get it going, but it is fun to play
but it has some problems, the aim is off, the cannon does not follow the mouse properly, if the mouse it too close to the tank, the bullet will hit the tank
you should add some visual to the firerate, there is no way of knowing if the tank can shoot or not, so you end up pressing the button a lot, just add a little circle above the cannon for a reloading animation, this would be great for enemies too, as they just shoot and you have no idea when it will come out
also enemies can spawn very close to the player, before choosing a spawn point, mark the closest point to the player to be unusable, this way no enemy will spawn over you, and enemies also shoot as soon as they spawn, making impossible to avoid being hit
if you could make a city map, that you can move around and hide from shots behind building, that would make the game much more interesting, depending on how much you know unity you can expand this project a lot
yeah, if i remember right, in FFT that was how dual weapons worked, but i like you idea of all characters being able to dual wield, and also noticed some weapons have ranged attacks, so a melee and a ranged double hit seem very interesting
about the bots, yeah i imagined it was just a simple AI for testing, but it is funny to see how they have no priority on th enemy team
I love how it is built now, with some extra layer to put on top of each tiles
but placing construction changes everything back to grass with a campfire, construction could only work when the surrounding conditions are met, like a sand tile close to water build a beach chair, campfire only appear if there is a normal tree around
i like how you can change the variants in the rocks, it would be nice to change the variants of other things like that
nice, i liked that, can you try to add a hotbar? like you select grass, sand, snow and other base tiles, and based on the tiles around them they change what is on top
not to ask too much of you, but if you do want to make more complex things i can try to help you, i am a programmer and mostly use unity, but i can try to describe what you need to do for more complex features
Hi there, worked on this for day 5
https://itch.io/jam/day-5/rate/2194854
mostly refactored script to remove redundancies and unnecessary "getcomponent"
I tried to implement the models already in the project but could only add one
hi there, continued this project for day 4
https://arthurtavares.itch.io/imi-day-4
i only changed how the planets appear and how fast you must go to actually die when hitting a planet, really wanted to add more stuff but had not enough time
Hope this project keeps going until the end.
hi there, i continue this project on day 3
here is the link https://arthurtavares.itch.io/space-battel-day-3