Very cool game! Visual and audio polish are top notch. I wish the camera and cursor weren't connected because it makes precise clicking very frustrating in the time sensitive levels
chrispapadope
Creator of
Recent community posts
Hey, thank you for the comment! I knew about the bugs but I had no time to come up with solutions so it is what it is haha. If you're wondering what's happening:
1. The gun won't allow you to shoot more than two bullets at a time. Unfortunately, if an enemy dies with a bullet attached to it, the bullet despawns and the gun's tracking breaks.
2. Enemies dying on their own is a bit complicated. Basically, I wanted to calculate damage based on how fast the enemy collides with another object (enemy or terrain), but I couldn't figure out a solution because terrain doesn't have an Area2D. So I just made the enemies take damage when they rapidly decelerate, which has the side effect of killing them when they run into each other or the player.
Hey, thank you for the comment! I knew about the bugs but I had no time to come up with solutions so it is what it is haha. If you're wondering what's happening:
1. The gun won't allow you to shoot more than two bullets at a time. Unfortunately, if an enemy dies with a bullet attached to it, the bullet despawns and the gun's tracking breaks.
2. Enemies dying on their own is a bit complicated. Basically, I wanted to calculate damage based on how fast the enemy collides with another object (enemy or terrain), but I couldn't figure out a solution because terrain doesn't have an Area2D. So I just made the enemies take damage when they rapidly decelerate, which has the side effect of killing them when they run into each other or the player.
Hey, thank you for the comment! I knew about the bugs but I had no time to come up with solutions so it is what it is haha. If you're wondering what's happening:
1. The gun won't allow you to shoot more than two bullets at a time. Unfortunately, if an enemy dies with a bullet attached to it, the bullet despawns and the gun's tracking breaks.
2. Enemies dying on their own is a bit complicated. Basically, I wanted to calculate damage based on how fast the enemy collides with another object (enemy or terrain), but I couldn't figure out a solution because terrain doesn't have an Area2D. So I just made the enemies take damage when they rapidly decelerate, which has the side effect of killing them when they run into each other or the player.
Art and sound is insane, very polished and professional. I wish there was more room for decision making and strategy though. As it stands you can spam Skeletal Army and Royal Exhume whenever you can afford them and reaching Wave 6+ becomes trivial. Would love to see this game develop and reach its full potential
