Wave 31! I never thought getting that far was probable...
fatrobin
Creator of
Recent community posts
way back (page 2) on the discussion threads there is this one... https://itch.io/jam/historically-accurate-3/topic/848902/if-i-make-assets-myself...
Tldr... Yes you can make assets.
again non clickable icons were a little confusing at first...
Also the tootip for upgrading the bread often ended up "under" my units so I had to guess the upgrade cost.
but yeah it has made me realise why I haven't done a RTS for a jam... RTSs are hard to pull off right :P but it was a solid effort and quite fun :)
Worked out what it is... because I have Windows UI scaling on the frame Itch uses is scaled up HOWEVER your game is trying not to scale (in menus and the UI aspects including the extra labels) but is scaling in the viewport (so I actually see further when playing...)
in my projects I (at the moment) always set "Display" -> "window" -> "Stretch" -> "Mode" to 2d and "Display" -> "window" -> "Stretch" -> "Aspect" to know what it is going to look like on all screen resolutions.
so not sure if it was "just me" but I did notice the labels for "Escape" "completed" "failed" and "failed reason" were visible from the get go. (it looks like the game was designed around 1 resolution and then uploaded in another...)
also not the biggest fan of the controls but I did get my head around them reasonably quickly although the aiming while it zoomed in and out was occasionally a pain overall I did enjoy it
thanks for playing and giving feedback.
Oh there are bugs... I just tried to sweep them under the rug...
Lack of content... I think my game win screen covers that...
Ship size... I did consider widening the screen resolution which would have offset that... But didn't because time needed to fiddle with the UI again...
Shot types. I as you can guess wanted various weapon types and for each to feel unique. But I understand that system works better if it is say in a level select / character customisation screen ( hmmm might do that if I revisit this...)
I did make sure to have some juice (smoke on hit and explosion on kill) but I do admit there could be more (many suggestions given so far)
Thanks for the feedback. Originally the powerups were going to be randomised but when I was testing the boss implementation I had the torpedo powerup and it was not as fun as the others... so I just made them fixed.
I will admit the wave bullet probably should have been a earlier drop as it is best in some of the mass enemy waves with maybe the spread shot being dropped just prior to the boss. but yeah the only current way to see that you hit the enemy is a puff of smoke oddly centred on the enemy and not where you hit them (which on the smaller enemies was fine... but not the boss)
Thanks for the feedback
yeah one of the main feedbacks so far is that my smoke particles are not great feedback for hitting an enemy... I am considering in a "redux" version (i had fun making this... I might revisit it) is have the sprite flash white.
Also maybe having a "damaged" sprite for various stages of damage
Thanks for the feedback, and I am glad you enjoyed it.
yeah that shot type is probably not the best for the final boss... I should of left a spread shot just before... Partially because it's piercing effect isn't too helpful against the boss (best earlier when there are enemies that track you and line up for it...) And because of its type it doesn't disappear on hit (so it could hit more enemies)
Probably should have done a flash on hit for it too... But the boss was very much rushed 😛
I will admit that it doesn't do much to explain what the weather does... And the main reason for that is not wanting more layers of menu and layers of screens as a GB screen space is pretty limiting.
If I was going bigger I would show a little more and probably enhance the weather and customer number mechanics (they are mostly random numbers here).
And thanks for your feedback.