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Thank you very much! In retrospect, I probably should have made the shop more visible lol.

Glad you liked the locational damage system!

There is a primitive multiplayer game that I worked on that uses the same-ish combat system here: https://boomba-zoomba.herokuapp.com/

Glad you liked the AI - worked really hard on it.

Maybe I'll make it into an io game at some point. Need enough players first tho. Maybe if this game gets enough attention.

I'm very curious what the damage is based off of.

My guesses are velocity, and time spent on enemy.

Also just send that to my friend to play w later bc he does heroku/node stuff too

Cool! Enjoy playing. Combat in boomba zoomba is slightly different from Apollo X combat because there's actually a bit of gravity.

In this file (https://github.com/N8python/apolloX/blob/master/scripts/person.js), there is a takeDamage function that explains the exact methodolgy.

Damage is based off of angular velocity,  and is updated every game loop. So an initial hit (high angular velocity) will deal a lot more damage then just resting your weapon on the enemy (low angular velocity).

Damn wish I would have thought of that. I thought I was wittling them down then I would do a big uturn to resume the fight and they would die. I guess it was the uturn that always killed them lol. Again, good job dude

Thanks! Yeah, the optimal strategy is to generally swing your weapon on the enemy's head - like the uturn you were describing. Some of the latter enemies have the AI to block your weapon when it gets near your head, so that makes combat a bit more interesting.