Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I agree the movement is too slow in the beginning. I think I just played the game so much that I got really good at it, and no one ever playtested it so I thought it was fine lol. During 90% of the development, the movement was much faster. Only when I added the card system at the end did I make the movement and rotation super slow to give you something to upgrade. I def should have tested it more. Same thing with the card scaling. I 100% agree that they are way too overpowered too quickly. I literally just threw in random exponential formulas for most of the upgrades and had no time to test any of them! If I had an extra few hours to work on the game so many of the kinks, like XP and damage cards going to 2x immediately, would have been ironed out! My philosophy was that I wanted everything to scale by 2x every 60 seconds, so I made all of the cards reflect that. However, with the enemy scaling, they do scale, it's just... I uploaded the game to itch, playtested it, said "this is too hard", and in my frantic 30 minutes left scramble, I removed the health scaling on enemies. I said I'd rather have an easy game than one that's brutally difficult. Due to this, once you reach a certain point, you just one shot everything and gain levels instantly. And the entire 2x scaling premise completely falls about. Sigh, I guess balancing a survivor-like is more complex than 2^x lol.


As for it having a lot of features, I think it's mainly just because I have a lot of experiencing programming already as both a hobby and as a cs student at university, and also I have already made a few tiny little games in pure java and c. This is just my first time working with a game engine and actually uploading it to itch. I wish the balancing was better so there would be more opportunities to view the elemental reactions and inflections! 


Thinking the space dust is obstacles is so funny! I never would have imagined that! I'm sure I could fix this by changing the dust textures to be more... Idk... Dusty? More like the particles in slither.io if you've played that


Thanks for the tips about how to reset the game. The reason I didn't add anything is because I ran out of time, and the thing that controls all of your stats is an autoload, and I had no idea how to reset it (and I didn't want to / have time to manually write a function for it lol). Do those functions you sent reset autoloads? I kinda doubt it, so in the future I guess I shouldn't use autoloads for the something like this.

Anyways I'm glad you had some fun with the game, and I thank you for the feedback and lengthy review :) 

(+1)

No they won't reset autoloads, only the current scene, you would have to do that manually. Also yes I wouldn't recommend using autoloads for this, personally I would use something called  "Resources" which are perfect for modular upgrade systems, a good tutorial on how to implement them in this way can be found here on YouTube. It might be a little hard to completely revamp that system using a more complex method so worst case scenario some spaghetti code can help you by just saving all the default values  in the autoload and resetting them through a function in the autoload to be called in your death function before reloading the scene. Again this is bad practice but hey whatever gets the game made!