Cool use of limitation, and very interesting movement. But I think that using just squares and triangles for enemies was a mistake, they look to simple. Since that arm could belong to some kind of bodybuilder, you can wrap your idea around this theme, and make it so that arm fights fast food, or something else, and just slap images of those items on the enemies. So idea is very cool, but there is a lot of room to improvement.
c0ldie
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I like your game! Even tho concept is pretty basic, but implementation is very good. Good ui, a lot of content, simple, but very pleasing graphics. The only problem is, that you added to much screenshake I think. After 20th level, happens something strange and screenshake stacks after each kill or smth like that and camera flies so far away, that I can't even see main character xd. But maybe that's because I was playing in web version and web versions are a bit buggy.
Perfect idea for some kind of arcade for mobile phones, very addictive xd. But you need to fix controls, when you click at the ball before it stops, it shows you charge meter after a stop, but doesn't charge, that's a little bit frustrating, and it doesn't register release of a button sometimes. Also I think, if you will continue to work on this game, you should stick to one visual style
Yeah, I think I'll change the movement so the player can move freely (after all, it's a main character and rules don't apply to them xd). The only reason I made it like it is because I wanted the characters to move like a text cursor, tapping moves it instantly, and holding moves it faster after a short delay. And enemies will keep moving the way they do now.
About projectiles snapping to the grid. I already tried it and it looked terrible. Projectiles are much faster than the player and there are tons of them, so it made the whole game look super jittery. It might look better if they moved slower, and only vertically and horizontally, but I don't want to do that, I think it would be way harder to create interesting attacks this way.
I also don't think I will stick strictly to text for the visuals like in the prototype. I really like how the environment and the final boss look because there’s enough room for text. The player looks fine too, since it’s just a '0' and doesn't need many symbols. But visualizing small enemies, items, or icons is going to be a real pain. I want enemies to look like part of a real system, and making for example an antivirus or a daemon look good with just few symbols will be frickin hard.
The web version isn't working for me either. But anyway, it looks great! I’ve always liked procedurally generated pixel art. Especially those homing missiles, I don't know why I like them so much, they’re very simple and yet very cool at the same time. There's a lack of sound effects though, without them, hits and everything else loses a ton of impact.
Also, huge respect for doing it in C/C++ xd!

