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(3 edits) (+1)

Some more errors: I believe the fast enemy rush at 35s, 60s, and 90s also appear in hard, despite that not being mentioned in the mode description, laser width seems to be much wider than what the vector object visually indicates, and the progress bar, once again, desynchronizes when skipping (I would also ask that you keep in mind that making skipping strong makes achieving skip master easier as well).

Balance-wise, Pulse, Lightning (though I'm aware that it isn't polished yet), Vampirism, Boomerang, and Thorns all lack viability; I've found no success with them in any builds at the Impossible (or higher) difficulties. Pulse is too short-ranged and slow, Lightning just needs more damage (or some way to sustain it), Boomerang could use some homing (and also looking like boomerang instead of a shuriken) and Vampirism activates too slowly and suffers from the main issue that taking damage isn't viable because thorns isn't viable because it simply needs to do much more (maybe a damage resistance?)

Lastly, I found it odd that while Hard has a 1.3x damage received multiplier and Impossible has a 1.5x (which isn't listed), H.Walsbyi [sic] has a 1.0x damage received (but half health, which isn't listed). The emergency button does reflect this health change, though, which I was pleased to see.

Also, 2.4V? As in volts? For lightning? It better be (though you're off by ~100 000 000x at the minimum), since if I see 2.V5 or 2V.5 (or some other alphanumerical indicator that the update is after the Chain Lightning and Skip update and with a version indicator in a position that it has not previously been in) as the next update I'll be very miffed.

🫡