They are experimental versions, by having a discord community Im able to gather more personal data about what I need. For example, Im going to deploy v1.3 on discord later this week, and it has a big focus on new enemies. If I were to release that on itch.io, people would almost never give me feedback on the new enemies.
Salvador
Creator of
Recent community posts
Hey thank you for playing the game, I'm assuming that if you played the experimental version then you are already on our Discord server.
About your suggestions:
1. To quit a run you can use the "K" key for now and in version 1.3 there will be a proper button.
2. v1.3 will have a lot of new enemies (v1.2 - 8 enemies, v.1.3 - ~40 enemies) to give variety to the game. After round 60, I intend to cycle the enemies again with exponentially increasing stats.
3. Purple turtles were supposed to drop embers as well but I forgot to add that feature.
don't worry I have a solution for u
https://salvadorpalma.itch.io/wildfire-experimental-version
The password is "wildfire"
this is a web experimental version, the problem is that the memory relies on the browser cache, so if it ever gets cleared your progress will as well
We have experimental versions on Discord (v1.2.4) and I'm currently working on v1.3 which should come out in a few more weeks. You can keep track of how the game's going in the discord as well, I post regular videos and screenshots of the game's development (except right now because college is a bit tight)
Thanks for the feedback this is actually really useful. I will try to address every point you made:
- Some initial unlockable augments are indeed very weak, this is to create a sort of duality between picking that or improving the ones you already possess. This same duality also applies to the pool, since once you max out certain skills, the respective cards leave the pool.
- Yes I agree that accuracy sort of becomes useless after 50%, furthermore, the enemies get bigger, rendering upgrading accuracy even more useless
- I actually never thought about it that way, my objective was to make something similar to the attack speed multiplier but never sat down and made the math. I'm gonna adjust some values for sure.
- I also like the atk speed prismatic as it is a way more situational card compared to the just flat out +60 atk speed.
- That's true, and I've already had some discussions about this in the discord. What I'm gonna do is either cap armor pen at 50% or make it so skills like statik or orbital stop proccing assassins
- I've only made blue flame max out at 0 interval because I wanted the player to be able to go all blue (its a cool effect). This build is hard to play with if you pick it as a first skill just like burst shot, but picking it at 2nd or 3rd can give you a major advantage. Regardless, in the new version of the game this was tweaked a bit and Blue Flame can be really powerful.
- When multicaster is activated, a second flame will be released together with the first one, there might be a probability of those flames being spawned in the exact same place. In previous versions there was a delay of 0.4s but some browser user complained about how that bugged the whole thing.
- Yes lava pools scale really well, most runs with 1000+ rounds were made with lava pool builds
- In this version there is a bug on slow effects where some Slimes/Snails suddenly get a lot of speed and start sliding across the screen. This was fixed already in the most updated version. Also, the Ice effect was a tweaked a bit since I added a similar slow effect (Snow Pools)
- IMO Vampire is by far the best augment in the game precisely for the reason that its the only passive way of healing. However, there already are other augments such as the Regeneration that you mentioned in the updated version
I've mentioned this "updated" version a lot throughout this comment. The reason this page doesn't have the most recent release is because it's actually just an experimental release. If you want to check it out it's for free in the discord. There are a lot of new skills and systems and you can keep a close eye on development.
Thanks for playing! In this version the most reported bugs are the Slow/Ice and the Fireballs not registering. Im pretty sure I’ve figured the Slow one out, and regarding your bug I’ve never had reports of that happening on turtles. Normally it was just on the red catterpillars. Im assuming that the bug is due to having to process the collisions rly quickly at a high bullet speed. The way Im working this out is by optimising the game in other areas so more processing power can be atributed to collision detection. The thing is that I was never able to replicate this bug so its a bit tricky to solve it since I cant just test it
Edit: If you are interested in the state of the development I often share updates on the discord server
Thanks for playing! Well, the development was pretty much paused during this last month because I'm in my college exam season. After 15th Jan I will pick this up again. The first version of the game with the skill tree should take less than two weeks, I hope. However, since there will be a lot of balancing issues and bugs to fix, a stable version will take a bit longer. You can always join the discord to be a part of development discussions and be updated about the game's development
It's just a matter of figuring out the optimal paths/builds. But don't worry about it too much, since I'm making a meta-upgrade system you will be able to get stronger outside of the main game loop and eventually reach higher rounds.
For now, I would say that going Burst/LavaPool, Orbital/Ice or Statik/Vamp are the most broken builds with the latter one being the easiest to pull off
I have good news for you! Im working on a meta progression system where you will be able to upgrade the augment cards. So, for example, your “+30 attack speed” augment could be upgraded to give +45 instead. As well as a skill tree system. You can check for more in the discord. But until january 15th the development is pretty much paused
Yes you are correct, each of those characters will correspond to a certain menu:
-Fox: Skill Tree
-Sheep: Bestiary
-Deer: Starting Stats Upgrades
I opted for this instead of implementing a menu with multiple tabs because I think its more interactive.
Notice how the characters don't have a name yet, I'm still trying to come up with ideas for them, as well as possibly other new characters if more menus end up being necessary
Oof! That will take a while unfortunately. This is just a side project as Im a full time student. The next update will include the skill tree system and almost double the effects that we have now. It might come out on itch.io in around two months (?) maybe less with a bit of luck. Eitherway you can keep a closer eye on development in the discord