I believe you can do this, there's some real gold in here. Do your best, and don't be afraid to make mistakes! As long as you're the one making them, you can always understand how they've happened. Take all the time you've need, you've got a bit of a mess to untangle here, but it'll be worth the untangling.
CaptainMcCloud
Recent community posts
You've got an issue here I've seen in a number of other "AI assisted" projects, wherein your bot's gone and added a bunch of mechanics, somewhat randomly, that don't interact with each other, come out of nowhere, and aren't terribly balanced. Some do nothing, some are absolutely busted. Just for instance, there are at least two different "charge" abilities in this game. One, for legionaries, does exactly what it says on the tin and leaps right up to the front line to get right in the thick of things. Another, for knights via a shrine, makes them instantly teleport to the front and stun every enemy in the tristate area, knocking everything but bosses back rather far while stunning everything for three seconds, or sometimes permanently it appears. This is an incredibly fun game that is held back by things like this. Your code generator does not seem terribly compliant with your game design, and I fear it's added quite a lot that you have not tested, and possibly not found in your own testing. I hope you are able to understand the code it's written, because it's added some very strange things. For some other bugs, it's not actually possible to banish barracks units between stages as clicking the button does nothing, buying new barracks slots doesn't seem to reliably add more starting unit slots to hold those barracks units, bosses drop resource pickups that immediately despawn upon selecting a map, making them impossible to collect, the broodmother spawns a volume of dogs I cannot presume to be intentional, XP gain for barracks units is inconsistent, no units actually track kills, and at least one portal event fails to select a unit entirely.
You gotta eat your own dog food, man. This is almost a delight to play.
Neat game, I love the artstyle, but it's very rough on your hands to play. The game badly needs some kind of autoclicker, probably less a "you always get X clicks per second" sort of deal, and more "if you hold your finger on the screen/hold down a mouse button, you get a couple clicks per second." It shouldn't be the best option available for mining, just a hand strain reduction measure.
The concept is great, the actual mechanics are a giant pain in the ass. The levels I haven't been able to beat are all ones here the impreciseness of the controls make executing what I know is a possible solution in an acceptable number of moves so frustrating that I'm happy to just pat myself on the back and stop. I feel there are times when this thing just needs to stop pretending to be a platformer, though. Also, maybe have the color of the aiming thing change depending on shot strength, it's just too hard to eyeball it as-is. If you wanna keep it with the game's aesthetic, a fade from blue to the current grey to orange could work