i'm freaks
Xx_Henry_xX
Creator of
Recent community posts
wishlist
- a bit more generous hurtbox that likely won't have "thin air around enemies killed me"
- slightly stricter jump-through platform climbing (the generousity here seems to work against the player)
- something about jumping towards poles while enemies are around killing you (not a bug; just bs moment)
- (less important one) M2 styled gadgets (as seen in their battle garegga & other shmup ports) that show enemy spawn order & combo timer & other useful stuffs
Some tips on transmutation
- ALWAYS use fused cards for the red pile except the ace; 1 -> 1+1 -> 1+2 -> 2+2 -> ...
- Stack all cards in descending order and the rest is purely cheesing the above strat
- Once you have the fused card, don't use it right away; keep it there until you get the next combination for 2 free cells instead of just 1 you'd normally use
- You can play this game with normal 52 card deck by representing fused cards w/ 2 horizontal cards side by side
Those tips will reduce the game's difficulty by one whole star if you're having troubles
Some feedbacks as a shmup enthusiast
- Player movement should be screen-space dependent (So horizontal movement speed is the same as vertical all the time...normalizing diagonals can be good but not necessary)
- Wish that bomb had iframes
- Current controls are really awkward (one-handed play intended or not I'd like more or less regular controls)
- https://shmups.wiki/library/User:Xx-Henry-xX#Shmup_Dev_Tips_for_Aspiring_Devs_Ou... may help with making enjoyable gameplay loops
Also powerup item has absurdly fast animation cycle...I assume that's a bug?
I think the entire OP edge problem can be avoided entirely by only counting the mines in already placed minos (and the edges if there will be any after this comment) only
Currently & theoretically any open edges can be abused to pinpoint mines in a falling mino if you can pay attention to the numbers since each mino has only like 4 spaces (In practice I only managed to abuse the edge 0's to open mino's 0's but imagine if someone with good attention comes by...)
Been playing more and hopefully getting close to 20k...
- Any reasonings for making edge mines stationary? Not having entire row move feels rather awkward to me and didn't really make recovery any easier
- I need to know what rotation system/kick tables this uses before I actually hit 20k so I can take advantage of that
- Hoping for shadow pieces since recovery from misdrops is still hard and I'd avoid that entirely (should have suggested this back in v1.0)
- Might be a good time to think about other modes...Maybe 40L Sprint?
- And still patiently waiting for sfx volume adjusts
This could be a big hit but probably after making some major improvements (seems to be proof of concept atm)
- Really needs DAS (Delayed Auto Shift; Hold L/R move to keep moving in one direction after a set delay)
- Edges also need opened spaces w/ numbers (otherwise misdrops are barely recoverable)
- Needs some reward for fast stacking
- Along with all suggestions so far (Chording, Score, Volume Adjust, Next Piece Preview)
wrong background scroll speed when playing the main game after 1 midway practice
medium enemies spawn during midboss (may be caused by a bomb?) (https://drive.google.com/file/d/1TRlaxt1ppeHNteM4rwzUvawMS9wNxkow/view?usp=shari... replay file with said bug if it helps)
pressing special while holding shot won't let you shoot special but still uses 20% of sp gauge
5657pt and still patiently waiting for the post-jam update
In the meantime here's an analysys of when to move away from farm milking and attempt at getting score from elsewhere (assuming 4 fires per level, not counting points from fire)
2 adjacent edges (4 farms on one edge, 5 farms on the other), 5 fire on adjacent corners: 20x4 for first fire, 20x9 for second fire, total 520pt
3 adjacent edges, (4 farms on "center" edge, 5 farms on the rest), 5 fire on corners between the edges: 20x9 for each fire, total 720pt
These are import when going through the x55 levels (exp requirement ending in ~55)
And for any players out there: Here're theoretical maximum number of points one dice can earn:
Forest: 54pt (6+6x8 adjacent spaces; don't expect this high tho)
Lake: 32pt (4x8 spaces; Lake seems to be d4)
Bomb: 25pt (25 destroyed)
Farm: 20pt (2+3+4+5+6 w/o milking)
Fire: 16pt (6+10 destroyed)
Mountain: 6pt (6)
Village: 4pt (4)
Protips from someone who just got 2493pt (Jam Ver.):
All you really have to know are those strats
Farm Cheesing: Place a low value farm, and keep passing turns until it hits 6
Farm Milking: After a farm hits 6, use a non-6 fire to reduce its value, and keep passing turns again
Unlimited Free Rerolls: Keep passing turns until you get the value you want
Also a bug report: You get a game over even if you fill the last space of the board with a bomb/fire which manages to open some space up (my 2493 run ended because of this)