Great level design that really brought out the fun in the scaling mechanic.
Troy Story Games
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This was exactly what I was looking for. When I started the game, I was a bit confused. But then I hit “1” on the keyboard and literally said “holy f***” out loud. This was great. My only complaint is that the asteroids were def. unfairly aimed directly at me. With that kind of scale, the chance of any of those hitting me should have been basically 0 - but then I guess it wouldn’t have been a game so ya know…balance and all that. But great job. I really enjoyed this one!
Thanks for playing! Good catch. I noticed that. It’s tricky to reproduce in VR but easy in the non-vr mode. The reason is simple. The pick-up areas are on each hand. If you position a box between the hands and click you’re grabbing with both hands on the same frame, so each hand calls the function to kill the box and spawn an item.
Thanks for playing and for the recommendations. I actually haven’t played either of those. Our primary inspiration was vampire survivors and the doom mobile game. I’ll have to check those other ones out. I think aimed firing could be fun, but I think it kinda completely changes our genre and we’d have to do some serious rebalancing.
Hey again! Thanks so much for playing. It was super fun to watch you work through it on stream and we got tons of great feedback. Our team was super impressed by how patient you were on stream figuring things out and working through the tough spots in the game and we were so pumped that you played through to the end. Thanks again!
Thanks for playing! and thanks for the feedback. Good notes! You hit on some good points. Balancing the feel of the waves was something that was really challenging. In fact it wasn’t until a few hours before the due date that we had a game that I would even consider fun. All the pieces were there but the enemy spawns were completely random with no concept of a wave and no balancing of what enemy types were spawning. We made a last minute push to redesign it and I think it was worth it, but the down side is that we really didn’t have a ton of time to play with different options for the waves and make the difficulty scale in a way that feels more natural.
The little green things increasing the water…idk lol. It was just an experience bar and probably could have used more thought. When it filled up, you’d get an upgrade. The numbers in the middle of the screen were “wave number” and “enemies killed” - the wave would increase every minute. So the wave is basically “how long have I been playing”. It caps out at wave 10 with a boss and then you win.