💯
RobZot
Creator of
Recent community posts
issues&Suggestions:
- the fact that the enemy's health increases with each round is unclear and makes the "DamageUP" perk look useless
- Give enemies different visuals based on how much health they have
- change of color and/or form
- Give enemies different visuals based on how much health they have
- level-up screen suddenly appears on your face
- Showing how close you are to level up
- a progression bar or something
- smoother transition
- an explosion killing all enemies and then a fade-in or slide-in of the menu
- alternatively, pause the game to open the menu without removing the enemies
- an explosion killing all enemies and then a fade-in or slide-in of the menu
- Showing how close you are to level up
- There is no choice in the level-up since you have enough currency to buy everything
- increase PowerUps costs
- increase even the cost of taking the same PowerUp each time
- Do not keep the drops after a level-up
- alternatively, pause the game to open the menu without removing the enemies
- alternatively, pause the game to open the menu without removing the enemies
- increase PowerUps costs
- The arrow it's hard to control
- when shooting: keep the slowed movement but decrease the recoil
- Repetitiveness
- new perks
- core barriers/shields
- placed around the core, blocks a certain amount of damage
- do not regenerate with each level up
- placed around the core, blocks a certain amount of damage
- core barriers/shields
- new perks
- increase the need for movement
- having enemy bullets hit you too
- new perks
- shield
- new perks
- new perks
- chances of placing a mine
- having enemy bullets hit you too
- Instead of a hold button to spread bullets, you can have a hold&release shooting in which the more you hold the stronger the bullet is, in this way, the player will alternate between tapping the input and holding it based on the situation
- Enemy variety
- orbital enemy
- orbit around the target while shooting
- laser enemy
- instead of shooting bullets, after positioning it starts shooting a laser that deals ongoing damage
- Missiles enemy
- shoots homing missiles aiming at the player
- orbital enemy
Seems like it didn't go very well 😅
Thank you to everybody who played and wrote all those kind and appreciative words for our work, it really means a lot. 🍑 (it's meant as a heart, not a butt, you scoundrels!)
We will still discuss an update soon enough, just to give credit to all your feedback.
Thanks all!! Keep making games!! Peace! ✌
I got you 👌
this video explains the tool, then I coded it a little differently to adapt the tool to the existing code but the result should be the same.
I then applied a gradient color that uses the brightest and the darkest color for each fruit 🍊 and applied some transparency.
Then I added a .... we can call it "lag effect" on it: if you look closely 👀 you can see the line does not follow the mouse 🖱️ perfectly at the same speed, that's because the "sensibility" of the mouse movement would make the aim harder.
I hope this answers your question, see it as a thank for playing and appreciating our game 😁
Hi, these are the hitboxes:
So I guess the hitboxes are not perceived correctly....🤔 we'll look into that! Thanks for your "perception data" they'll be very useful to find a possible issue!
To thank you I'll tell you a secret: in the last 0.4 seconds if a fruit is exiting the collider the slash will execute instantly instead of waiting for the default time, this is a Forgiveness Mechanics we added that really influences the gameplay without being noticed.😉
Hi Dicode! Thank you for playing! 😁
Maybe you played it at a resolution not fitting your monitor, the timer is on the top right of the screen while the score is on the top left.
If you keep having this problem can you give us the resolution of your screen so that we can fix that in a possible future update?
Thank you in advance!! 👋
Hi BugBiteSquared, thank you for playing! 😁
I'm curious about what you said but I'm not certain I have understood it correctly 🤔
What you say is that you find the "HitBoxes" too small? How do you imagine the shape of the hitbox/es is/are? By your response we can understand how are the hitboxes perceived and maybe tweak them.
Thanks in advance! 👋
Davvero ottimo complimenti!
I disegni sono fantastici, e m'è piaciuto moltissimo come avete fatto un background sonoro diverso per ogni dipinto, davvero ben azzeccati.
Anche i dialoghi li ho trovati ben scritti e molto simpatici, alcuni mi hanno strappato delle risate (una certa pecora più di tutte) , altri invece avevano delle citazioni forse un po' forzate (tipo il "Nani!?").
SPOILER ALERT
A dir la verità per la combinazione finale c'ho provato per almeno un quarto d'ora a capire ma ho dovuto prendere i suggerimenti. Ho capito a che dipinti faceva riferimento il testo, ma non avevo compreso che dovevo prendere i numeri presenti nei dialoghi (sinceramente AssassinCreed 2 non ci sarei mai arrivato).
Sono davvero geloso, complimenti!
P.S.: gli occhi del serpente mi han fatto un po' saltare
I used the obstacle jumper but didn't jump the 2nd obstacle, it felt a bit unfair ;(
Anyway, I like the sound design and the progression system :)
The game is a bit of a gambling game since you get random pieces which is a bit strange in a game that asks you to be strategic, but hey that's Xcom bab- oh wait wrong game xD
WAIT,......... IS THAT A JOJO REFERENCE!?
Anyway cool game!
Only one thing: why aiming punches with the mouse? It's so confusing because you see your charachter facing one direction and punching a totally different direction.
2 ways to solve this:
A. You make the punch move in the direction the charachter is facing, so no need of the mouse, just WASD
B. You make the charachter ALWAYS face the direction of the mouse (try to look at games like "OfGuardsAndThieves" to understand what i'm talking about)
Loved the visual, even if at the start my eyes were asking me to ende their suffering cause of all the "old film" effects i really liked how you made the art all "old tape" style.
I actually enjoyed playing it, so much i finished it without the need to stop.
The rewind mechanic is a bit "classic" but it's not wrong, so that's ok for me.
It actually make the game more enjoyable not having to restart, it's just that you could try to find a way to use it to solve a level.
I didnt immediately understood that i could use the film for pole vaulting and i got stucked in a level for a while.
Anyway you made it alone so, great work!
BUG REPORT:
If i recall my kite, it moves towards me and if there is a cloud to interact with between me and the previous position where i used the kite it activates the cloud since is being called to me.
When you call the kite just use transform.position = newposition so the kite teleports to you instead of moving towards you, activating any cloud in between
The game visual and audio effects are fantastic.
Traps as they are placed right now are not fun, just annoying.
The Rewind theme is forceful integrated in the game, there's no actual mechanic, is just a respawn with a new power.
IN THE END:
+Fantastic effects
+Cool game
-Move or remove the traps please.
-It's not about rewind