Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

balasarius

4
Posts
3
Following
A member registered Apr 23, 2017 · View creator page →

Creator of

Recent community posts

Very good idea,  I am not rhythmically inclined so i am pretty awful at this kind of game play. only points i have are yes a bit easy as I found I could just button mash when they are close to get a matching pair,  I feel some kind of penalty for doing so should be added, but also I felt the need to button mash as trying to visually sync the clock made me a little cross-eyed, especially on the faster clock speeds  possible solution is have the first selected clock audible tick with a slight pitch change at cardinal point 12,3,6 and 9 o'clock or perhaps that just makes it easier in a different way.  wither way fantastic game :)

Yeah, having the level restart after death was a last minute addition, I even had a big death sound for the player but never got around to implement it.I'm pleased as a first attempt although I really wished I had more time this in the end was like 5 or 6 hours all together in bits and pieces and I will admit I only worked out Struts about 3 hours in and probably how to use arrays not long after.  the concepts are definitely easier in python and oh god the time took to work out why it all died seconds in because using the sizeOf(array) return length of byte and not the number of elements in the array really hurt my brain for a a hot minute. Thanks for taking the time to have a look.

Thanks Elf,

I wish I had made the mouse controls more analogue, it snapping in to the other direction as soon as you had i our mouse in that direction made it hard to control especially when you are just a little faster than everything else and you had to slow a little more to keep them in range to shoot.  having walls like David mentioned probably would help with balance and likely a sense of direction :)

Thanks David,
Walls definitely would have been a good addition.  I spent far too much trying to work out how to stop the enemies from colliding in to each other that I kind of gave up on adding further collisions.  I kind of stumbled on to the health transfer idea when trying figure out how to fill in the hexagon after drawing them out,  drawing smaller and smaller hexagons from the same origin point never truly filled the hexagon in but i realized I could assign how ever many I wanted to a single positive integer (negatives integers produced a fun bug) and it grew from that.