Done!
Now there's a light circle indicating the resulting explosion if released at that moment in to this mouse location.
Rabbival
Creator of
Recent community posts
Thanks!
It was really important for us that the main game loop feels good, I tried my best to make picking up, aiming, and throwing the bomb feel as satisfying as possible (I like it in games when time slows down a little to give you time to aim).
It does get hard quickly because it's a jam and we didn't want people to lose interest and get bored too quickly, so the real game starts around about 20 seconds in.
[I don't know how to mark-as-spoiler here so here are some details to help you survive longer without bumping into bats]
A bat grows when you enter their hearing range (you can see how far each can hear by their aura light), and when there's a bat on the other edge of the screen you get a faint red light in that direction (meaning, if there's a bat on the bottom left corner, you'd get red faint light on the top right one to warn you not to cross, or that there's a bat about to cross that border).
Thanks for the feedback!
When the bats grow their collision circle grows too, and the bombs explode as far as their light goes, so that might've been what caused the explosion to hit you.
As for the end screen- the two other contributors and I had two very different visions as to what the game should be, feel, and look like, so we ended up having the bats and the player in the graphics man's style in the rest in mine. I did feel that it's important to write "Again" and give the player some time to breathe and read their high score before fading back into the game (while also not waiting for the player's input).