Thank you! I put windows build on my todo list. I should be able to do that in the coming weeks.
Enjl
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Ah! There's my misunderstanding, I think. The first boss said "Let's see how long you can hold out", and I defeated it roughly when its shield was the diameter of the remaining play area, so I thought the boss was survival and died to the walls. So when I got triple shot in the next level, I hung back, only hitting the boss with one projectile, not dealing enough damage to take her out despite a constant barrage.
I'll try a wiser strat next time. Thanks for the tips!
This year I took last year's code and expanded upon it, resulting in an actually just 20 minute long arcade shmup where you use black holes to suck up bullets and fire lasers back at your enemies.
https://enjl.itch.io/event-horizon
It's a bit harder than intended due to health pickups having broken last minute, but! If you perservere, you can make it far. I hope you enjoy!
Thanks for the feedback!
This lack of checkpoints would usually not be an issue if the current version didn't have a bug where the score-based health increments didn't... happen... at all.
I'll patch them in and make "Hard Mode" the default where they don't happen, so that the unintentional and caused-literally-last-minute "Jam Experience" stays playable, I think.
E: Oops nvm the organizers are my enemy 'cause patching is a no-go apparently.
Suck feature is mostly inspired from the "black hole" theme, but I later discovered that it shares some elements with a power from Drainus as well.
As for menu buttons not doing what they advertise - could you give an example? I haven't encountered that in any of my tests. Thank you.
Thanks for playing and I'm glad you enjoy!
I'm still perplexed by that error. Trying the fullscreen button did not fix it when I briefly tested it. The game should always be 1280x720, so I don't understand why that's not the case in your browser.
Since some dark magic is likely at play, I'll re-enable the button. But I kinda really wanna know what causes itch to display the game wrong.
Cool space shooter! The ambience is on point and the enemies are very threatening. I think I would find the game a bit more fun if the controls weren't oriented in the ship's facing direction, though. It seems a bit like difficulty at the cost of flow. The small hitboxes of the very accurately-firing enemies are plenty difficult to deal with, I reckon!
In any case, I had a good time with this game. Thanks for make! And thanks for the elaborate feedback on everyone's pages.
Interesting premise! The implementation is a little straightforward, however. The number of rooms, at least in the floors I was able to explore, never reaches the point where dragging rooms together becomes a strategic decision. I think if things could influence each other from across rooms based on their layout, that would be incredibly awesome!