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(+1)

Thank you so much for leaving such a thorough comment! I'm glad you're enjoying the game so far.

I will put all of these bugs on my to-do list and get them fixed as soon as I can. I'm currently working on implementing TMs, which will function like held items, and grant an additional special attack, as well as some much needed balance updates. Soon as that's up and running, I'll get to fixing the other things.

Auto shooting is on the drawing board as well. I completely agree it's a much needed addition. I'll be working on an endless mode fairly soon, where an upgrade like that is not just nice but borderline NEED to have lol.

In regards of the speed upgrade, it's something a few people have mentioned on Reddit, but I'm honestly not sure if I want to implement it right now. It'll take some serious reworking of quite a few systems, which I'm not looking forward to. I have recently cut down on the amount of waves on  many of the areas, which should help eliminate some of that grindy feeling.

The import/export saving system was actually my first edition, and I had that ready for 2 weeks before releasing the first Beta, but I've never worked with HTML5 on Gamemaker before. My original system opened dialog boxes in order to read and write the data. When that broke I tried a version using the clipboard, but most of my ideas so far has been cucked by limitations on HTML5 and security measures on Itch. I would LOVE to get a working port system up and running, but I'll need to look a bit further into how I can get around these limitations, as I'm very new in game development. This is my first ever "finished" product lol. I'll look into your idea as soon as I can. If I can manage it, I would love to have the original saving system back.

Thank you for playing and for you nice comment!

(+1)

My pleasure.

Would you perhaps like help with the import/export system you originally had in mind?
It just so happens that I work as a Software Engineer, and I regrettably have made my own experiences with the shortcomings of HTML5.

If so, let me know what worked and didn't, and what specific things you tried that HTML5 stopped you from doing, and I'll see what I can do.


Regarding the game speed, that is understandable.
Perhaps calling the next wave early could be a consideration?
That would allow you to pace the game faster, if wanted, while not heavily interfering with any existing systems.

Assuming the waves aren't handled in a big for loop lol.

(+1)

Hi again! Just wanted to let you know I've rolled out a new update.

Your comments inspired me to rewrite the entire saving system for the 4th time. I've quite literally spent 10 hours getting it to work like I wanted to, but I'm proud to say I've managed to fully implement a working import/exporting system - utilizing dialog boxes, which I previously assumed was impossible through Itch. Thank you for that!

I very much appreciate your offer to help out, though I wanted to get to the bottom of this and really understand what I'm doing, why I ended up doing it myself.

I've made some major updates to the way Attack Speed is calculated, as well as removed the 1 second timer between waves, which I hope will speed things up a bit - as well as the new TM system

I'm toying with the idea of having 2x speed on already completed Areas to make farming money more fun. I'll revisit that soon enough.

also, the Target upgrade should be blocked from grabbing money more than once!

I am pleased to hear that.

I do understand and relate to that drive to figure these things out on your own.

I have a new list of bugs, which I will post separately once I am able to do so tomorrow.


For now, an inquiry.

I've compared the two Base64 strings, those being the one used in the local cache of your browser, and the other being the exported data.

Without having access to the verbose script, I'd say you solved the export pretty elegantly. Well done!

But it does further highlight the trailing null chars of the json data.

That being the countless 'A's at the end of the Base64 string stored in your browsers cache.

And I am quite curious about their purpose.

That being said, I look forward to the next update.

(+1)

Thank you, I appreciate that! v1.1.5 just rolled out.

Looking forward to seeing your list of bugs. Maybe a few of them has been squashed already haha

In regards of of null characters, I gotta admit - I have no idea why this is happening, and honestly I didn't even know. Perhaps this is what was causing the sprite bugs TitouanRobin was experiencing. 

I'm not very keen on posting code in these comments, but if you'd be interested in helping out or discussing this further, please feel free to join my new discord server, I've made for the game: https://discord.gg/j7XNGKS2ut