Had fun watching the game being played!
DarioDaF
Creator of
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Very nice, love the music + sfx combo with the background, spot on combination with the clocks.
The game concept/idea is so good I have some QoL and future additions in mind that would be fantastic to have as a small update to the game:
- Dynamic speed for rotation (so you tap for precision like it's now, but for longer timespans keeping pressed makes it run faster like many clocks do when you keep the arrow pressed)
- Time trial, how many times you can score in a fixed amount of time, I love the care free setting of the game so that would probably be a different mode in the menu.
- This one I have no clue how that could be implemented, but pressing Q and P simultaneously results often in the time moving right before submit (maybe a small delay to check if Q+P is pressed before applying a direction movement is sufficient?)
P.S. Forgot to write it, I love it, nice aesthetics, and requires high concentration, I could spend hours on it
First of all, took me ages to get to 3 points (and as a note, a game restart instead of backwards would be nice for that, since any mistake results in loosing anyway). This before discovering it's a 3 button game in disguise ;)
First the screenshot of the legit run, then a funny ending for the last run:
oh no graphics was perfect, I moved the stuff around in paint to make a small screenshot, it was just that there were 2 ways to make the same wave, probably the part that was different was off screen (maybe a sign?) So it registered as not similar.
For the graphics audio UI and everything else it worked perfectly 👍
Sorry, didn't manage to play it the premise is cool, if you are interested I can give some hints on the scaling issues, I use often Godot and if you are using control nodes it's probably a metter of setting anchors and margins appropriately
https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html
The idea is nice to throw children, there are 2 little things that would be nice quality of life:
- Death plane (yup I fell off the level...)
- Some visual indicator for the children cooldown, I thought there were some problems with the mouse at first, but then I realized you can't pick up the child until it got back to "follow you" state
I'd love to see more levels in the future :)
Wow nice, I'll have to consider that case in the simulation then 😅, it should run capped at 60 but I guess the screen you have has high refresh rate and the browser decided to step it up (making speeds faster too I suppose), hope to figure out relatively soon all the weird things of the engine to be able to add some gameplay around it
would be nice if possible to have a playable version that doesn't depend on the browser (best would be just html5), I think you might be using game maker by the devlogs, feel free to ask in the solodev discord server, we can help you export it so it's playable in any browser and more people can try it! I'd like to try it myself
I've engaged by accident (didn't know the direction) some bullets (top right action of Insurgent) and right click nor left did anything to disable that action (and also sometimes, but this I guess was due to low ammunition, I couldn't recall the small ships for refuel).
First play was quite long, but fun, finished with me and the big enemy ship flying endlessly outside the map...
Love the concept, wanted a lot a keybind to "end turn" (maybe enter or space) and being able to pan around the map by dragging the mouse, apart from that I hope to play it again, will definitely follow the project
Water has strange lights/shadows when you are in it and driving in turret mode is fun, but if you exit the ship while in turret it's a mess -.-", apart from this I love the game (no need for SAS is GOOOD) the ship speeds always seems to be reasonable so it's always higly controllable.
Mouse controls feel strange expecially because it's not obvious how to roll, keyboard is totally fine, love the idea and hope to play it again (more) and this made me also curious on how the orbit and planet drag is all handled in the backend
Like the water, the web version lags on relatively good hw (even tho doen't use much GPU/CPU, seems more to do with GC or spawning stuff lag cause it's not constantly slow), hitboxes are definitely too large because you need to jump a lot before the obstacles to avoid them, would like to replay again if the gameplay feels more "on rithm" or you have cues on when to jump
That's what I deserve for trying to fix a potnetial desync issue in the last 10 min...
I removed the fix code and now should work fine (although this might mean rubber banding for the local player after a while, still better than freeze, I need to work on that more and make a tutorial on all the issues and stuff I had)
Love the idea really interesting and fun I went a bit overboard with the coding to translate all into a single string with 1 char commands, I had once a zombie stand on top of the turret and I couldn't operate it, great stuff and if you want any short term help I'd be glad to spend some time on it, I wanna see it improved!
I liked it, there are a couple of things that I noticed playing: dash cooldown it not indicated so it's hard to actually use it reasonably, the other is enemy spawn point doesn't seem to care about where you are (can spawn on top of you and shoots don't work in that case so you need to save the dash for that case). Apart from those 2, art and the idea of health passing trough enemy are really well done
I had to reset a bunch to move around because it seems the "target" for right click gets taken by raycasting and the current used object is included in the search (resulting in being 99% stuck with the trashcan if you use it because it covers the cursor), apart from that I like a lot the concept and the movement of most object is really fun