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(1 edit)

I just completed the first level for the 2nd time after a few tries. I have to say it's VERY dependent on random chance for crate health and XP drops in its current state. From the left, the 2nd, 3rd, and 7th weapons are quite underpowered starting out, and there's even less reason to upgrade them later on, so focus on the others most of the time.

To the dev: consider showing the change in health on the NEXT 4-tick interval instead of the PREVIOUS one. This might require you to constantly monitor for changes in the number of enemy keys but it will give feedback sooner to the player on how their health will change.

Hi again!

Thank you for the feedback! Truly appreciate it.

I just reviewed my weapon stats sheet, and you are right, not sure how, but the weapon stats aren't what they should be. Last weapon should deal the most amount of DPS since it can not be controlled that much. Horizontal and Vertical attacks, however, they are the core generic weapons, so they should deal enough damage. The horizontal (2nd) wasn't the same as the vertical in the sheet for some reason, now everything is updated.

For insights:
1st (Single Click): 146 DPS
2nd (Horizontal): 408 DPS
3rd (Vertical): 408 DPS
4th (Player Area): 300 DPS
5th (Random Projectiles): 332 DPS
6th (Random Path): 393 DPS
7th (Random Areas): 580 DPS

This assumes it hits all attack positioning.

"To the dev: consider showing the change in health on the NEXT 4-tick interval instead of the PREVIOUS one."

That's interesting, and I didn't think about it, and I like it better than the current implementation. Luckily my system already predicting the possible damage, so this is an easy implementation. 

Thank you for the feedback! Hopefully will update the demo within the next 2-3 weeks, with unlocking new area and mechanics.

(1 edit)

Hi again!

I've just uploaded a new version where it has your suggestion on it! The predicted damage now shows before the full ticks.

Also, I've uploaded a new map if you want to try it out! (The mushroom level).