Interessting concept. But the red text is a bit hard to read and I was at first confused with what I pay the upgrades (money or exp). I guess it’s due to the “price” being so big in the upgrade menu that I first thought it’s the money I have to pay with.
Kazeheki
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thanks for the input! I’ve also already thought about regenerating lives through coin collection. Didn’t have time until now but it’s already on my list :) I still have to learn more about visuals in Unity and in general. I don’t think this game will get better visuals (at least not soon) from me but it’s definately something I want to learn.
I like the visuals. I was confused by the dark-mode for a short time but I love the change in mood. I’d try to spawn the items and buffs in different locations. I always tried to run around the clock hands to outrun the enemies and to have some time until the next item appears somewhere around the “12”.
There was no music for me. As there are settings for it is this a bug?
Nice game :)
Hi :)
I’d like to implement some improvements to my game after I received some input about it. I understand that I cannot upload such changes to my itch.io project that I submitted but am I allowed to change the linked source code on github? Or am I allowed to change the linked source code on github only after the voting phase?
thanks for the input! I added me an issue to let the player decide whether keyboard or mouse input should be used. Out of curriosity: Why would it be better to only stick to keyboard input? Like in why not only mouse for example? I understand that the pause menu on the keyboard is a bit strange when everything else is on the mouse.
I think the q or e buttons are too “hard” too reach. As you said, it’s a very big part of the game to stop the time so I guess you loose time while trying to reach those. Maybe shift would be an option. I naturally have my pinky finger on it from other games I play. Note: Maybe it’s just me and my struggle to adapt to new key-uses though.