No, it's not designed to perform worse when you die. It may stutter for a moment when reloading your last checkpoint in the demo though.
River Forge Games
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Congratulations on what seemed to me to be a bug free and intuitive experience! I enjoyed that it seemed like all of the units were useful, at different points in the game. Nice balancing. :)
It did seem that a similar strategy worked in each level though, and some additional layer of mechanics or upgrades if given more time to develop it would have been nice, like upgrading units, or flying units that don't follow the path, or something.
I love the aesthetic and sounds! I think this was quite creative and fits well. The mechanics themselves would have been a little more engaging if there was a secondary ability, or if the upgrades could happen during the game. I played a few times and didn't get enough for any skill tree upgrades, but maybe I'm just bad d:
I surprised myself and won on the first go! I don't think it was too easy though.
I agree with others that being able to see the stats for the monsters would have been great!
My strategy ended up being spawning monsters as far away from the player as I could so they lived longer, because I was imagining if they die they don't produce money.
Eventually I was rolling in dough, upwards of $600/second.
I did not experience any bugs or technical issues and it was quite easy to control. 😀
I appreciated the tutorial as it helped me understand the objective without making me read one huge wall of text, and gave me enough time to read and absorb each point.
Gave it quite a few tries, unfortunately I didn't make it to the end! The bullet moves so fast, which makes sense, that it almost becomes a memory game versus a traditional flappy bird time game, where I have to remember where I messed up on the last run.
Unfortunately I'm not the best with memory games. I may come back to this one later and try to get to the end! :D
It definitely helped in a lot of ways but it was very chaotic and had many unique challenges, to say the least. 😅 Part of the challenge is making a “small” game that utilizes the time and expertise of the entire team. Another challenge is just like communication, coordination, avoiding duplication of work, etc.
It was a very interesting experiment and honestly was a little less crazy than I had imagined it would be. Also very cool to get to work with a ton of new people!
Thanks so much for the feedback!
For the steam release, we are definitely planning to add some settings like you mentioned you were looking for, as well as an in game warning for those with epilepsy.
There are a number of things I think we could allow you to tweak, primarily around the animated and flickering glitch effects that would really improve the experience. If anything else stood out that you would have liked to control in that regard, please don't hesitate to let us know.
This was potentially one of the most fun ones for me. I loved the rogue lite elements with experience and player choice, and I like the cadence for getting to pick a few upgrades quite rapidly.
That said, I feel like it gets craaazy difficult quite rapidly, and found myself hitting enemies I couldn't see off screen when trying to wrap around. 😅
I didn't really seem to notice gameplay mechanic bugs, but there were a couple of funny labels/NaNs and undefineds. Overall, didn't hurt much at all for the experience.