Ahh, understandable. Bugs like that are pretty much unavoidable when making a game in such a short time
TorbsT
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I got 49! I really like the visuals and audio, they fit together perfectly. The risk-reward consideration of choosing between rerolling enemies or yourself also prevents stale gameplay. The game also runs nicely on my potato laptop.
It might be intentional in your game design, but the fact that you can die from a killed enemy was a little annoying when I first learned it. I would either disable their hitbox completely on death, or increase max HP on the player (maybe with some regeneration/max HP upgrades too?) so that the player can learn this without losing a good run.
This might just be me, but I also didn't feel the choice between rerolling yourself or rerolling your enemies mattered that much. No matter what you do, it might be positive or negative. Maybe you can change it so that the effects are displayed on text before the choice is made, and both sides have one random debuff and one random buff? E.g. left: "+20% player speed, -20% rate of fire" and right side: "-20% slower enemies, +1 HP on enemies". This way the player can prioritize based on their situation and favourite playstyle, and even stack similar upgrades. You could argue that the game loses a bit of the "roll of the dice" theme if the player knows the random outcomes though, so this might be a ridiculous suggestion.
Out of pure curiosity: What exactly is causing the 70/71 bug you mentioned?
Yeah, thoroughly explaining the game mechanics and/or simplifying them will definitely be a priority in the future. Interestingly enough the game gets harder the more points you get, and upgrades start spawning, so that highlights just how important it is to explain the mechanics. Thanks for the feedback!