>You can now click-drag potions from the Hotbar as you would an inventory item.
Thank you! I really wanted this, but didn't ask for it, so I'm happy. Next time I'll try to remember to ask for things!
Man, this game was intense. I don't think I've played a game in this style before using only the mouse - it is so much harder. I was constantly moving!
My first go I got 170000, 184 seconds. Around 178 seconds it got intense and I went from 100% health to dead in 6 seconds :)
The art style in this game is like a warmblanket, but the standout has to be the music. Really good stuff. Cheers!
Tower defense games usually get me a bit tense with the constant stream of baddies, this is no different! What is different is the way in which you obtain your 'towers'. This was a fresh spin to me after playing the usual Kingdom Rushes/Dungeon Warfares/Orcs Must Die over the last few years.
My current strategy is using the pistol guys up front to take the beatings, smg/rpg behind them. I've cleared a 1 star and 2 star battle so far.
Having this turn based takes the pressure off quick thinking and reflexes, which I guess makes it more accessible than real time/no pause TD games. Exactly what I needed after a long day at work.
If I could have one thing added it would be health indicators on the soldiers on both 'teams'.
I would buy any expanded or full version for sure. Well done!
Wonderful to hear of the new planned feature, and thank you for the reply!
I also noticed that there are keybinds for alternative fire (mode?), but I don't recall this working during my last play through and won't be able to test for some hours. Am I correct in assuming this refers to a different method of firing the weapon rather than having a backup keybind for normal shooting? If so, is that implemented yet?
All the best :)
Due to my poor upload speed, I felt a bit of pressure to ignore the secrets to keep the run short and focus on the main path to the exit.
Congrats again on getting the EA build released, I'm having a lot of fun. Using the rocket launcher is fun with seeing enemies bounce around. When I'm not recording I'm looking for as many secrets as I can find!
Are we able to view the remaining enemies / secrets on the level while playing the level? I couldn't see anything about this in the menu so assume not (yet?) :)
Sounds good, I hope you can take your time and not get burned out.
The game reminded me (at least the levels) of Office Point Rescue, but I prefer the faster pace of Downlink myself.
This was really enjoyable, fast paced and shooting felt satisfyingly great. I think this was due to the fast fire rate and enemies quickly giving feedback on being hit.
If I could have one thing added other than more content, it would be a toggle for run. I always want to be running!
I managed to get fairly competent at shooting the doors from a distance then peeking diagonal into a room while shooting to avoid taking much damage. I think due to the current reaction time of the enemies and damage dealt with no health pickups, charging into a room isn't viable.
I was excited to read at the end that you're intending to develop this further. I hope that is still the case!
All the best with your future games.
Hi! I gave your game a shot, impressive for a first game. The aethestic is pretty unique from what I've played before..
If I could have one change made it would be more feedback when you hit an enemy, whether by hit marker on screen or some clear audio signal. There was also a bit of delay between hitting an enemy enough and them falling down, made it a bit confusing but generally there were so many enemies I guess it didn't matter too much!
What changes do you have in mind for the future? Different enemy types?
All the best with your game.