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(+1)

Thank you!

Interesting. AI shouldn’t have gotten into the issues except unable to walk through the walls now except for blue slime. I’ll look into it.

barely enough to keep up with enemy spawns

That’s exactly how the difficulty is handled now. Recharge is 2 seconds, enemy spawns are 5 seconds, and going down to 2 seconds roughly after 4.5 minutes.

However, I wonder, maybe it’d be reasonable to increase the spawn rate even further - that the player most certainly cannot survive “infinitely” even if missing no shots.

Note that the current build contains an already-fixed bug that you can kill several enemies with one bullet. This doesn’t happen too often, but still can shift the balance to player’s favor.

Most likely the problem is that the average speed of enemies dropped, so even when there are more enemies, the threat level decreased. I already see this issue and will address it in the next update.

Yeah, I’m dead set on implementing powerups, and it’s close to be finished (got a bit more complicated than I’ve initially expected) - I hope I’ll be able to roll out an update today or tomorrow.

Also powerups will be taken into account here, that will make the curve even harder.

(+1)

By "the AI seems to have gotten worse" I men't that more in the sense of "dumber", like they seem less 'aggressive' and aren't moving around walls to get to the player as much in addition to not making a straight line (Which is why I thought at first that the player was faster then the enemies), but that might just be me interpreting it as such.

I say it is reasonable to make it so the player can't survive infinitely. After all, this is a game where you are suppose to lose after a certain point. There could still be progression in the game without changing the gameplay to , where after you get a certain number of points you are allowed to progress after you finish your game where you are while still able to try and get a high score where you're at.

And a few random ideas here: each time you collect a recharge power up it because less effective, recharge and spawn time get reduced to 1 second to increase intensity along with spawn time for coins, everything has increased speed (progressively or originally),  if you are going to have a level system you could have a ghost level,  different types of coins that could give you more or less that are RNG based though have rarities (I.E: "blue coins" give you 20 but are slightly less commen then gold, silver gives you 5 and are also slightly less common then gold, reds are worth 50 and are even rarer ect), change the sound effect for when you click on something (it sounds like a tight fart and it's a little annoying), boss level (after you have already developed a progression system).

That's all I got for now, not sure if any if this feedback is useful but I hope it helps.

(+1)

Thanks a lot for you reply and suggestions!

I’m looking into AI issue. Maybe it got broken when I “fixed” collisions with walls.

Yes, they aren’t making a straight line - they are moving in curved trajectories that end up in Player’s position. Just like in good old Pac-Man :) This is a feature, and for now it seems good. I’d more eagerly improve the pathfinding (or rather add it, because now it’s just randomly walking around the map).

I say it is reasonable to make it so the player can’t survive infinitely

Just done, and indeed it looks really cool.

I have a bit more extensive way for “progression”. Right now I have stories for 6 characters, and most of their unique abilities (that would allow to survive longer) are already implemented, such as piercing or exploding bullets, dash movements, individual patterns of powerups and (not yet implemented) monster spawns. However, they’re badly lacking art - so I’ll need to give 5x6 = something like 30 hours to paint them. Each character will have its own “target” high score and the next character will be unlocked when it’s achieved.

“blue coins” give you 20 but are slightly less common than gold

Yes, I’ve finished implementing powerups now (still want to add a “speed” powerup, but that may come later), and there is plenty of space now for different score for different rarity of powerups (i.e. coin is 10 points, I’ll most certainly add something more rare and valuable in the next release).

I’ll try to prepare the next update in a few hours. I feel like releasing the “current version” may be a bit confusing, so I want to implement some additional improvements (tutorial popups; enemy spawn rules; speed-up powerup; more valuable and rare coins - all of those should be relatively quick and easy).

not sure if any if this feedback is useful but I hope it helps.

It really helps a lot, many thanks! :D