Alright, I'll upload a new build for Windows (since it's the only one that enforces DX11) later today. Thanks for noticing this issue!
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Thanks! The camera follows the centre of the mouse and player at all times, but if you are in a room, the main focus would be at the middle of the room. I thought it would give a more kinetic feel :)
As a few people have said, you can generally avoid most of the bullets by slowly circling the center. The beginning green wave was clever though! I think you should do more patterns that make use of the invulnerability.
FItting music and visuals! The controls were a bit confusing at first, but once you figure it out it's quite fun. Maybe some telegraphing (e.g. hinting where the square will be next) would help?
Sounds great! However could you please make the bosses move to where the 0.1 bosses were staying for the first attack rather then letting the player do multitasking while figuring out the patterns and the movement behavior?
I'm thinking of only adding movement after the first few levels - so after the player has mastered the dodging, they can attempt to handle movement and attack. Not all bosses will move though, and bosses that move will have a easier pattern depending on how difficult the movement is.
Maybe also put the payers name there?
I'm still learning the gist of the engine, so I don't quite know how to make typing inputs yet :) Player naming would be a lower priority compared to game mechanics though.
This build is actually almost too easy, I even managed to beat the last level at my first attempt (thank you, shield;-)
I am still experimenting with the new generation system, so the difficulty level might flunctuate between builds until I find that sweet spot! 0.3 is more difficult because I kind of set loose one of the variables for generation. 0.2 is easy because the system was allocating "difficulty points" for unimplemented features.
Anyway, the biggest issue is that it's auto-deletes the game.
This is a known bug - if I recall correctly, it's not deleted, but you have to restart the game for the menu to appear. I'm looking into fixing it now.
It's also funny that every attack that makes use of arms... (may we call them EXP for "EXternal sPawners"? JK, but we should eventually think of some cool names or acronyms for the game's elements) so what I wanted to say is that any attack which uses those, generated patterns which have been easier to dodge than any attack which didn't. It also messes with my head a little when I'm required to dodge something that comes from underneath me.
Be prepared for 0.3 arms then, they are harder and less restrained (but not impossible like those 0.1 ones)! They are still quite experimental at this stage though.
It would be great to have some kind of an indicator so you can see how long each of the two phases will durate so for the sake of estimating the risk of getting closer while it's not shooting. My suggestion here is to use the same visual element that's used for the shield, maybe just in the boss' or any other color than white to avoid confusion.
That's a cool idea - though I want the player to gauge and learn the boss pattern by themselves :)
Another not build-specific thing you most likely already know but I'd like to put here anyway is that the left and right sides are not really used. I'd like to see some stats there, or at least the layout of the level selection as a ~70% faded background.
I'm planning something for those sides, so stay tuned! One side will probably used as a score/completion indicator, while the other side is for flair/decoration.
"something like that"? Okay, that's amazing that you did intend it this way, but what did I miss?
You didn't miss anything - it's just that I have not expanded the narrative properly yet, so there might be certain areas that are different in the end product.
Also what is a "3 bite-sized story log"? I can't really interpret it.
I meant that after defeating each level, you unlock 3 short stories. They can be researcher logs, AI console logs, stories, news, journals from last time.