Thank you for trying it! I'd love to find a way to flesh out the ball mechanic a bit more so the player has to make more interesting decisions than "get the enemy between you and a wall", but I really like the way the bounce wound up feeling :)
Acedio
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Thank you for trying it out, Lee! I agree that a multiplier or something similar would be cool. In a roguelike-fashion, I was also thinking about maybe having enemies that could only be killed if they were the second enemy (or more) killed in a single roll. Or even just a different sound effect/particles/etc that makes those kinds of rolls even more satisfying :)
I totally agree that the firing mechanism feels clunkier than it needs to. The main reason I kept it like this is to allow for diagonal shooting, but I actually have some ideas I got from other roguelikes in the jam that might make it better. Or I could just remove diagonal shooting? It's hard to make a good diagonal shot, but that makes me want to keep it to raise the skill ceiling xD I'll play around with it a bit!
Also glad you enjoyed the commit messages hahaha. They got a bit more unhinged as the days went on xP
There were so many nice pieces to this! The physics felt pretty good playing on a keyboard, but I think would feel even better with a SNES pad. The wall jumps feel a bit retro-difficult (a la Super Metroid), which isn't necessarily a bad thing when developing for an older system :) I could tell you had big plans for it given all the systems you developed (other folks had mentioned slopes and certainly the cool mode 7 outro). Any plans on developing this further?
Thank you for trying the game out! Agreed, I spent a lot of time goofing around with the Forth during the first couple of months, but only when the last week came around did I really come to the realization that I had to trim things down to the _bare essentials_ just to get something out of the door xD The cuts hurt! Especially the sleep cuts on that last night haha.
Thank you for trying it!! I do want to try to make more levels where actually thinking through the color combinations would be required. Right now they're pretty obvious solutions ^^;
Also would like to add some more polish/animation and fix a typo on the end screen xD But the need for sleep won this time!
Thank you for trying it out! Agreed that some sort of indication that a flower was about to be attacked (sweat drops or similar?) would have been a great addition. I thought about adding some effect when a flower realized it was being targeted, but with the way flower death works currently that would already been too late to save it 😅 Definitely fixable, though!
378! I really liked discovering small optimizations while playing the game: You don't really have to release Z unless you want to move away from a plant, you can press down to go to a lower level from anywhere and don't have to use the ladders, you can go and refresh the shears as soon as they start blinking and don't have to wait for them to disappear (thanks for this xD).
Really cool to see a TIC-80 game, too!




