Thanks. It's not the true area of the shape, but the area of the bounding box rectangle inside which each shape is generated. To make it slightly more fair the player can eat enemies slightly bigger than itself. Admittedly I didn't test the game much at larger sizes, or I'd have made fewer large enemies spawn and make their speed scale with size.
lumboc
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Thank you! If I ever update the game I'll revisit the air physics and controls as most of the feedback is about that.
Also pretty sure the way the jump sprite looks here doesn't help at all with the jump feel, but when I tried to animate the hitbox it started acting unexpectedly and I couldn't figure out a solution in time.
Thank you for the feedback.
For the pixelated look: I couldn't find any suitable assets for my idea, so I tried to draw them myself, at a very low resolution for the sake of simplicity and time. Despite this, it still took me way longer than I thought, with the result that you can see.
As for the aiming: the cursor movement is not completely random but follows a randomized noise curve, and the effect gets stronger over time. It was a simple and quick way to add some challenge. I didn't try to make it make sense, but I think it can simulate the shaky hand of a nervous shooter.