I've been on a bit of a balancing act with my job and holidays in-between, but I'm aiming for the end of next week to release the next build :)
piewie
Creator of
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I just updated to v0.4.0.0, a step closer to release but still a lot of work to do.
I appreciate any and all feedback!
https://piewie.itch.io/pew-pew-vs-monsters-alpha/devlog/737115/v0400-wave-rework...
Pew Pew vs Monsters is an action-packed arena shooter with roguelite elements. Play as a seasoned creature slayer, blast your way through hordes of monsters and improve your skills in order to confront the mother of all monsters.
I recently released update 0.3.0.3.
The alpha version is available for free in your browser, I would love to hear your thoughts!
Feel free to give me a follow if you're interested in the games' progress, I post updates weekly :)
Play here
Hey, thanks for the feedback!
The idea was to make it 'endless', but I realize that the enemies are not quite dangerous enough in their current form to make that work. If I improve their attack mechanic to make the game more skill-based the difficulty scaling will be a bit easier to balance.
I like the idea of having a boss with a 1-minute timer :)
Stationary enemies with a buff aura sound interesting too!
I had 3 enemy designs planned, each with their own attack and movement mechanics. They became out of scope as time went by though, sadly.
Hi, thank you for your feedback, it's very much appreciated!
I believe another fire interval is taken into account right after reloading, so I understand that this makes the UI look out of sync with the reload mechanic. Not really intentional though, so I might fix this :)
It could be a good idea to have a pre-fire animation on the gun of some kind to let you know you are about to fire a bullet!
Both bullet penetration and critical hit chances are calculated in the same way and the math behind it is pretty simple. That being said, I don't rely on a 'random bag' implementation so in theory it is possible to hit a non-critical hit 3 times in a row, even though your critical hit chance is 90%.
Bullet penetration is calculated for each enemy, so if penetration is 50% and the bullet hits the first enemy, it has a 50% chance to penetrate that enemy. If it penetrates it goes to the next enemy and re-rolls the penetration chance.
I spent quite a bit of time on game scaling and balance, the idea was to make the game gradually more difficult without making it feel unfair when you reach the point where you can't keep up with the amount of enemies that are spawned or their health. If you feel like you can't keep up that's by design after a while, but if it feels unfair I should maybe make some changes.
Again, thank you for your comment! :)
Thank you, the fix for safari browsers you mentioned on Github is much appreciated.
I was not specifically referring to that issue alone though, but other issues mentioned in this discussion, like:
1) Embedded youtube videos won't work if SharedArrayBuffer is enabled
2) View random submissions button not working
3) SharedArrayBuffer not working on Itch Desktop App
I only tested number 3 myself, for the other issues I'm looking at how recently it was brought up or the last info in your original post.
I'm happy to report that I finally made it and killed the boss :) it was achieved with level 3 lasers on the front, level 2 (or 1) on the back, and a special weapon missile launcher up top. Maybe one additional point of feedback: I think the weapon choice would have been more user-friendly if it was possible to select a weapon with the keyboard and not by mouseclick. I lost a life a couple of times by having to select a weapon when an enemy was nearby, because my right hand was on the mouse and my left on the WASD keys, I was unable to press the spacebar when necessary. Very minor thing though, overall an excellent experience!
Very replayable and fun! Out of all the submissions I played so far, I played this one the longest, and if I didn't have other duties, I feel like I could play forever.. until I finally kill that boss of course ;) The variety in gameplay, both with the different enemies and the weapon upgrades make it very fun! Good job on the music and the sound effects too, they fit the game perfectly.
Hello, I played your game! :)
I was impressed with the overall polish, from the changing pitch and visual effect when you get hit, to the smooth menu transitions, and finally the character trail and overall visuals.
The mechanics feel unique and well-executed. It doesn't feel weird when the level shrinks (the character doesn't get pushed inwards, at least it doesn't feel that way). The way the player attacks by picking up the yellow circles feels nice too!
My only point of feedback would be that the character feels unnecessarily hard to control in the smaller levels. A lower maximum character speed in those levels specifically might have helped here. That being said, the movement speed in the boss rooms feels just right.
Overall, very, very impressive work. Feels almost too nice for a game jam spanning only 10 days.
Hi there, cool to see you made your first game, good job!
I like the idea of shrinking horizontally and vertically, felt like a unique mechanic. Good job on the main menu too, looks like it fits the type of game you were trying to create. The background and its animations while playing looks nice, I think I liked that the most about the overall experience.
The biggest achievement is that you finished your first game, that's really really awesome! You should celebrate, it only gets better from here, my fellow game developer!
Oh by the way, I submitted the game Arachnophobia, just thought it was funny that we both came up with a phobia-ish name for our games :)
Hi there, I played your game!
The amount and variety of different enemies the game has, each with their custom death animations, effects and attacks keep the game interesting for quite a while. The different rooms looked nice, and invited me to explore every corner :)
As for feedback, I think the game felt a bit unforgiving at times, for example, I would die without really knowing from what, which doesn't feel as fun as dying if you know exactly from what, if you know what I mean. Maybe some visual queues might have helped there.
Overall great game!
Hi there!
The windows version is not playable, but I tried out the webGL version, cool game! I like the music and the character design, but it was unclear to me how the left shift button works, so I died quite often and made it to level 4 before it became too difficult. The amount of bullets is cool to look at, but a bit tough on performance, which hinders the experience just a tiny bit. Overall good effort!
Edit: before I forget, I wanted to compliment the 'getting hit' effect and its animation, looks super clean!