np, honestly my teams game became a little tough, since we had to salvage what we had to get it in for the deadline. Game devs a mess
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its cool that someone else had the same general idea our team had btu took it a different direction, and its a nice finished product, though it feels a little shallow, since the only trade off is hitbox vs damage/bullet speed it meant that early its was a no brainer but to go with big since bullets were easy to dodge, but later there's so many enemies in such quantity you basically have to go small to survive but the fact that when small damage is decreased means you cant actually kill enough enemies to lesson the pressure(also reduced bullet speed makes you feel SUPER week when small, bullets are bullets and bullets travel FAST).
the above combined with the directionality of the U.F.O enemies made it feel meh in the late game since the best strategy to survive is simply to shrink to as small as possible, hope enemies miss and deal with enemies directly around you switching sides every so often.
still an interesting direction to take size changing space battles.
P.S. also i suspect you could export it as an html so its playable in browser based on the complexity which would likely result in more people trying it due to ease of access.
a fun idea, but it quickly turns into a clicker, just since the turrets are quite weak, ends up meaning that after killing 10 guys, you get one turret that cant actually handle even 1 guy themselves, and i never got a chance to get the strongest one but the piercing one felt like they didn't actually do anything. and eventually placing blocks was pointless cause you placing it meant you weren't killing the shooting enemies who enemas quickly obliterated it.
to be frank its so hard it overshadows the game mechanics.
still fun before it reaches that point
this is such an interesting game, sword concepts are always interesting and having it yank you around and bounce you off the ground is so interesting, it almost feels like you could add some various terrain and it would become almost a speed run to get through areas easier when shorter, almost a forced progression system where cramped space leads to less cramped space as you move. but other ways could work spectacularly as well, or simply expand on the behavior of the sword and what happens as you go higher. amazing experience for its simplicity
this is such an interesting game, sword concepts are always interesting and having it yank you around and bounce you off the ground is so interesting, it almost feels like you could add some various terrain and it would become almost a speed run to get through areas easier when shorter, almost a forced progression system where cramped space leads to less cramped space as you move. but other ways could work spectacularly as well, or simply expand on the behavior of the sword and what happens as you go higher. amazing experience for its simplicity
well unfortunately we never finished, so I went till 4am taking what we did have and put in a playable prototype, the enemies were meant to be introduced slowly but we couldn't get all the built systems together. i have to agree that it's way to difficult right now and i wish i had more time to balance it, but I'm honestly happy i got it to a playable state at all
thats unfortunate but i understand the struggle, our game we had an anomaly system with waves and a big boss, artifacts to and some rougeliek mechanics but we needed like one more day to actually get everything to work, and so i just threw what we had into a playground mode so it could at least be played
an awesome game to play, though after i reached the star stage i was kind of left wondering if there was something bigger, but i never found it... it feels like some que that there's nothing left to get, and with this it felt like a act of futility to try to find something bigger. it would have been such an interesting end if after eating a lot of stars the gravity just pulls you in a direction to reveal that it doesn't matter how much you ate as the black hole is king here (or something)
Cool Game