When I click "Inventory" and then "Go back", I get an error message.
I bought some food and went to work a lot and don't feel like I reached any story or anything?
Mini-update:
How deep is this, lol?
I would've liked the split cooldown to be a little more clear, I kept hitting space and wondering why nothing happens. Like, maybe just change the text to "press space to split once charged" or something.
Once you get a little better at it, the fact that it returns at a constant speed gets really annoying. I think it should speed up as you get deeper so it doesn't take so long to return. You can speed it up by holding space, but IMO not enough. (I am not a patient man, lol.)
Gave it a whirl, got to level 5 (Grasshoppers) but couldn't get past that after a couple tries.
Plays well! Mouse control worked great. Very good clarity and distinctiveness on the enemy types. I liked that it auto-paused when I accidentally clicked off of it, life-saving feature, lol.
If it was trying to do anything new with the genre, I either missed it or didn't reach it.
Had a weird bug once where I came back to life (with one health) after I died, and could keep playing underneath the death dialog box. I then died (hard to dodge lol), came back to life again, and died a final time. Couldn't replicate. No idea what that was about.
I think the game would benefit from some sort of health indicators, both on pud enemies and the player avatar, better indicator of when you get hit, something that makes it clear where the player's hit box really is, and maybe a less noisy initial background (sometimes hard to pick out the shots).
Nice work.
Not bad.
- I pretty much just maxed out the movement? Didn't seem to be an issue. Maybe it should've been an accelerator.
- At the end, I can't see the mouse, lol. Couldn't click on the menu.
- Had some issues with the mouse controls at first. I'd try to look around and the mouse pointer would just exit the frame. I couldn't get near the buttons.
- Computer really needed sound. I basically paid little or no attention to it in my winning run.
- It's hard to tell whether you're going to hit an asteroid. I kept hitting things I thought I wouldn't.
- I thought the screen disable lasted too long.
"Play Again" button doesn't work.
Plays alright. I would request a signifier of how far behind you the cave-in is, and maybe how fast it's going since it seems to speed up.
Doesn't seem to be any real need to not have a go-backwards button.
What are the black things that hurt you supposed to be? ...My daughter really wants to know, lol.
Ahhh yeah I could definitely make that bigger. It's not really bullets, though. I think I'm running into the limitations of dumping people into gameplay without any tutorial or instructions. It's "capacitance" energy that powers all special abilities (currently just the hammer and shotgun). And the bar is kinda the worst place to look at it, it's also displayed on the character and on the mouse pointer. But nothing in-game tells you any of that... I think perhaps it'll be clearer when players start without any special abilities and buy them over the course of missions, getting a little video of how it works before each purchase.
Thanks again. :)
I originally made this game for Ludum Dare 44 and I've been updating it weekly since, hoping to finish it up this year but you know how life goes. It's a brawler about fighting on the roofs of cars, jumping about and kicking opponents to the pavement.
https://pyrian.itch.io/cyborghighwaywip
This week I added delivery vans, and what they brought with them was fog of war! Delivery vans are tall - tall enough that you can't see over them unless you're on one. Fog-of-War is almost always challenging to implement and this was no exception, but it's working and uploaded now! Try it out for free in your browser on a PC or Android device.
Have fun riding around on cars and trucks and kicking enemies to the pavement in Cyborg Highway:
https://pyrian.itch.io/cyborghighwaywip
It's a work in progress, but has been playable and fun since it's Ludum Dare origins.
Hi, thanks for trying it out and leaving feedback! Always appreciated. I'll bet you could get your score up with a little practice. ;)
What sort of instability did you experience? What browser are you using? I'm trying to keep it running well in WebGL/HTML5, but it can be a struggle sometimes. Chrome and Firefox seem to run it better than Edge. So many people prefer to be able to just jump in from their browser that I hadn't given much thought to including downloadables. I'll get a set in later this week.
Thanks again!
I had a lot of trouble playing the web build. At first I couldn't figure out how to control it at all, I kept trying to drag up from the spider. When I finally figured out how I was supposed to play, I had another problem: I kept dragging the entire game instead of the jump indicator! (Browser: Edge) Not sure what to do about that. Neat concept. Would've liked to see the flies at the end of a play.
Oh, I wouldn't say the text is fine yet, lol, but yeah, a certain amount is inevitable. Could space it out better, definitely. Did you see 'UUUGE wall o' txt in the description? None of the help was in the original Jam version, it wasn't even written, I ran out of time... I had to write the help text in the game description after the jam had already locked submissions, lol.
The 2nd level was a particularly bad place for a difficulty spike, in hindsight. If you fail the first mission, there's a special mission just for that scenario, and if you fail the third mission the game plot continues with only a slight difference in descriptive text. But mission 2 just sends you back, and there's not even any random elements to make mission 1 any different. Oops. I'll fix that. Thanks again for the feedback, I really appreciate it. :)