Glad to hear the readability and minimap have been improved since last time, that was the biggest thing that needed an overhaul and took the majority of time since the last DD to correct haha.
Now I have to complain about to slugs on level 2, their readability against the floor isn't great.
Yeah, 100%. I was honestly torn on whether or not I should have even included that level on this demo. Compared to the first and third mission it's just not that fun, and the level is still the same one thrown together since the last time. There actually is a finite amount of enemies (if you're not being hyperbolic) - about 360 that once you've exterminated will conclude the mission.
It kind of turns into an endurance battle of balancing ammo and trying to navigate around the hordes without getting mauled, but it's still not that interesting. Originally I actually wanted this game to be a mecha-inspired version of Starship Troopers a la EDF, but as time has gone on I think the mech vs mech action is way more interesting (plus Hell Divers 2 came out, can't compete with that lol)
There will probably only be two or three missions out of a total of 25(?) that will have them. I should also probably lower their health a bit.
Please launch the game for the first time in full screen, trying to make it larger from a tiny window is rough.
Another thing that I forgot to do last time, oops. Sorry about that!
Where'd you learn to create such top notch interfaces/menus? formal education?
I said it on an AGDG thread once, but I'm much more of an artist than a programmer. I'm self taught, never went to any art schools or took any UI design courses. I guess being an enthusiast of old computers and retro games helps. I spend a lot of time looking at old GRiD laptops and obscure PS1/PS2 games, I think the two can mesh together very well.
A GRiD Compass laptop from the 1980s