First of all -- 3.0 could not have come at a better time! I was elated to run into it right as I was starting up a project that used it. It's working great so far, and the improvements are spectacular! It being a free update is a very, very appreciated bonus.
I only have one request / question. I understand that this might be difficult, due to how prevalent region IDs are in snippletless generation, but I was wondering if there was a way / could be a way to use region IDs as decoration if it's not a region ID used by the plugin? For example, you can use Details to place grass tiles automatically in a cave, I was wondering if you could do the same kind of thing with Regions. It seems to only paste tile data and doesn't maintain any region IDs (or events).
Grimureχ
Creator of
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Also, the controls since I don't believe I made it clear enough in my initial comment
Move | Arrow keys, WASD |
Shoot | Z, Space |
Dodge | X, E |
Upgrade | C, F |
Slow movement | Shift, Q |
Configurable controls and other stuff (and more clear control conveyance) will be added in a future update, but not now so it doesn't influence rating
I'll definitely add a lot of those things in a future update, I hadn't simply because of the fact that I didn't have quite as much time as I would've liked (I ended up discovering the jam two days before the deadline, haha) and I was aware of the upgrading a maxed-out upgrade, the reason for that is actually quite simple, because I was rushing and had a lot of "magic numbers" (numbers without variables attached to them for easy changing), the upgrade button thinks the max upgrade something can be is 4, when I reduced it to 3 due to time constraints. As well, there are two extra powerups that weren't able to make it to the end, that being LASER and ULTRA.
The big reason for the difficulty spike with the boss was also due to the fact that initially, the game was intended to have a "wave" system that would cause enemies to become more frequent and clump together more as you approached the timer, but my idea for it was too refined to implement in time (you were also meant to take 3-4 minutes to reach the boss, but I shortened it to 2 to make sure it didn't get boring with the lack of variety)
Also yeah a pause menu is more than feasible I just forgot 💀
(I also plan on making the roll give you i-frames, I hadn't done this as I feared it would be too powerful but given how the roll does not allow you to graze and throws off your aim, I think it's way too underpowered in its current state)
I am going to leave this here as this version is terribly buggy and unfinished and I'll finish it soon, my power went out meaning that my third day of work on the project just couldn't happen. Please do not use the EXTRA powerup as it will crash the game because of a typo.
Arrow keys to move, Z to shoot, X to roll, Shift to slow, and C to "upgrade"
Credits:
Programming - grimurex
Music - Theero
Spritework - SleepySage
This and more will be remedied in a future patch.