Thanks for playing! Yeah going for a 3-way toggle is the plan now: Normal, Fast, and Step.
Had a little look at the preview vs working piece positions, and I can assure you they're at the exact same vertical position, though there's some visual noise at the bottom of the working piece due to the background pattern that might be throwing you off. Here's the two side-by-side from overlaid screenshots:
I should probably add a little platform line to reduce this problem
dennens
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Having a third hand, obviously!
But yeah that's a good point - I've been considering making it a single button toggle to switch between the 3 movement modes. Initially it was mostly meant as a way to easily position the blade before going in with the cut, but there is value in being able to move quickly or stepwise while cutting
Hey! Thanks for playing the demo, glad you're enjoying it! Yeah the $6 is just the price I set initially, the game hasn't launched yet - but it will soon! I expect within the next month or so, depending on how quickly the last bits go. I'll be sure to post a devlog too which I think notifies followers? Not sure how itch works exactly lol
Has plenty of potential, but could use some more design work. The shadow does wonders for knowing where your plane actually is in relation to the floor, which makes the game surprisingly readable. Might be fun to be able to shoot down trees as a tradeoff for the limited amount of bombs, and give the player options for partial success so that missing a single target doesn't basically require a restart (and cut down the restart time, going through the mission failed/title screen/tutorial screen/plane boot sequence takes a bit too long). Maybe add a preview for the bomb's trajectory when holding B since it threw me off the first few times
Fun little super hexagon-like that could use a bit more pep in its music but is entertaining nonetheless. Few things that I think could make it play better:
- Maybe add an oval showing where the player moves and is considered to 'be', i.e. where the contact point of the circle with the obstacles is
- Collision with the obstacles feels a bit strict, though I may just be misreading (see above) - or just bad at the game lol. Might be good to give a tad more allowance to the player's positioning
- The obstacle triangles could use some love, as the shimmying and spawning of additional triangles is a little jarring
Had a go, I liked it! Read you weren't planning on doing too much more on this game, but here's some feedback/questions anyway :
- Framerate drops pretty badly on occasion, especially during sequences where asteroids and rings spawn simultaneously - makes it kinda hard to play. In order to maintain a playable framerate it might be good to limit the amount of things being spawned. Impressive that it works at all though given the lua restriction, it looks great!
- The hitboxes you mention kinda threw me off, especially the boss pyramids I felt like I was hitting constantly but seemed to miss anyway. Glad it's already on your radar
- Might be good to make story lines skippable on return plays - I died to the boss due to the above issue and had to replay through the tutorial bits and story, mildly annoying
- Is there any more to the story after the first boss? I pressed continue after the boss and got into a massive ring/asteroid run, but the characters didn't say anything
- The upgrades appear to be persistent between runs? And not all upgrades list their upgraded level (max shield for instance). Though maybe I missed something?
- Screenshakes and explosion sounds seemed fairly random in terms of intensity, making the difference between hitting things and getting hit hard to tell (aside from the screenflash, but the heavy shakes still made me think I messed up lol). Would be good to have a clear gap in intensity for distinguishing hitting from getting hit I think
Anyway had a good time, you have my ballot for interest in more of this!
Glad you had fun! Armageddon is the easiest scenario to win, yeah - the others crank up the difficulty quite a bit.
The physical game does use the same rules, though at launch it was a bit rough balance-wise. I'm trying to fix that in this release, and then backport any changes to the physical game once I'm happy with how it all works.
And of course the other way around - you can have a look at the print-and-play rules to get a decent feel for how the other scenarios change things up!