Ahhh, I must have seen blue and purple as the same color, that explains it.
augustvc
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I quite liked it. The frantic managing of items, decisions on which units to make, and tactical unit placement made for quite a challenge!
Managed to get to wave 13. Do comment back if someone beats me, I will try again to get #1 ;). However, I'm still a bit confused about how the red / blue shields on the monsters work. It feels like half the time the blue shield blocks ranged attacks, and the other half it doesn't block them..? Usually I put 2 units next to them just to be safe
I didn't get notified of these new messages, just saw them.
To ensure that nobody's drive is getting more wear than necessary, I've changed the autosave to happen every 60 seconds instead. After investigating it, there doesn't seem to be a consensus whether or not frequent reading and writing wears down drives. I will use a similar autosave interval for future games, and let the player manually save as well, to ensure a good user experience.
A differential save wouldn't really make a difference, the save file is already miniscule as is and only uses a tiny fraction of a percentage of what a drive is capable of in terms of data throughput. I speculate spinning up and down is what is making the sounds.
I've spent the last hours looking into this, but unfortunately I was not able to find a satisfying solution. The autosave is writing around 400 characters to the cookies every second, which shouldn't really cause problems under normal conditions.
Many browsers allow you to run some code before a window is closed, unfortunately they don't allow enough time to actually save anything. As a result the only way I can ensure progress is not lost, is to autosave frequently.
Thanks for the kind words. Yeah, I definitely thought about adding another layer of progression, I have a good one in mind. However, this game was more intended as a learning experience than a long-term project. I've always had trouble keeping the scope small so now I'm taking an incremental approach to scope, making games that are slightly bigger every time.
I'm already working on the next game which is a bit different, but also an incremental / idle game. It probably won't have super crazy power numbers, though. I'm aiming for around 2-3 times the features and playtime.
You're right, there was a bug! It should be fixed now!! Sorry for the inconvenience
It was a division by zero. You were killing the monster in the same frame it spawned, and the exp per second calculator couldn't handle that amount of power hahah.
It might indeed be because monster 1 has 0 HP after the shrink spell
Very nice presentation, idea, and controls! Wow! It was very satisfying to fly around with the turtle with hyperspeed when I knew where to go.
I wish the FOV was larger though. It was often impossible to react to stuff because I couldn't even see it, which required me to play some levels many times just to scout and then memorize the layout, even when the execution itself was really easy.
Wow! Well done! Gameplay, art, audio are great.
This game is really nice so I'm not going easy on you with the comments:
brakes*
You're* doing great
I accidentally found out a combination that bridges over water, which I could use to complete earlier levels with ease.
I don't understand what the stars mean when a level is complete (I always get 2/3 stars it seems). I thought I had to collect the crystal to get the 3rd star but that seems impossible.
Would love a backspace button to delete one command as I mess up a lot.
I had a lot of trouble with turn left and turn right because it is xxz and zxx. I would expect them to be inverse from each other like zxx and xzz but that's just me.
Hahaha this game is so funny (and fun). Wish it was longer.
Like that there is a story. Would like that story in the description to be put in the game. E.G. after you complete the game, or parts of it for each level that is completed (if you had multiple levels).
Also when I was screwing around a bit while the map was opened with left click / right click, I at some point controlled both a rabbit and the player at the same time, which I'm sure is not intended.
Original concept, very well fit to the theme. Impressive that you made a whole dungeon generating system plus an AI to traverse it.
I feel like it is impossible to die if you just spam the three buttons. I stopped healing after 37 floors and survived until floor 54 with many healing items to spare.
Now these suggestions may be obvious but: I would suggest ramping up difficulty, a shop, and some more room for strategy behind when to use your items. (Also sound)
Hello, I am watching Tim Ruswick's stream from yesterday, and playing along every game.
I had a good time playing your game. I liked the screen-shake a lot. But I'm trying to help you so I'll focus on possible improvements:
I heavily prefer arrow keys over wasd (easier for right-handed play)
I pressed 'R' by accident and lost my progress. Twice.
You can fall out of the map if you hold left or right immediately after entering "let's do it"
Shortly before reaching the end, there was a split, and I wanted to know both ends, but before I knew it I had already completed the game without knowing the other end.
The little chat can be a bit repetitive. At some point I found myself ignoring it because it was getting repetitive. Maybe you could add something that would unconsciously notify the player that he is seeing a message for the first time. An example: Only play the beep beep beep chat-sound if the message is new to the player.
Sometimes staircases are slow because the character is still falling from its previous jump when it reaches the next staircase step, making for a waiting-wallslide. Even if it is only by a fraction of a second, it still slows you down.
I hope you get something out of this feedback.
Cheers,
August