Yeah, there was a lot of cut content due to the Game Jam's time limit and other circumstances, but I'm still updating the game; I can't upload any new version due to the voting period. But there are still some ideas and tweaking to be had with this game. Anyways, thanks for playing!
Nezt50
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Yeah, I noticed that two hours after the submission time. There are two types of variables (aside from bool, int, float, and string): normal and global. Usually, when the sprite carrier is destroyed or the scene is restarted/changed, the variables reset to their initial numbers. Global variables, on the other hand, are unaffected by the sprites or changed scenes, so they have to be reset manually. I remembered to reset the score but forgot to reset the lives and the speed counter, so the game got stuck once restarting the game to play again.
I already fixed this but I can't upload the new version until the GMKT Game Jam voting period ends. The only way to fix this at the moment would be to reset the page. Thanks anyways for playing!
Thanks for the kind words!
To answer your question, the game is originally intended for iPhone, but I still am working on it. I mostly test this game on the computer so I'm used to it, but I do understand the questioning on why to use a trackpad/mouse. I tried using arrow keys for testing before, but I could not find the right speed for the ship and the 8-way movement puts some limits. Plus, dragging the ship away at the last moment from a bullet seems like a better solution.
I also tried just dragging without click-and-holding, but before I couldn't find a scenario where the ship would not jump to a far-off location from the screen (if the mouse was to be off-screen or some other bug). But now, as of writing this, I just got an idea to solve this. Thanks for taking an interest in my little game.