Thanks! It's nice to hear how much fun people are having with it. We're looking forward to continuing developing it!
Codify, LLC
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Checked out your video on it! Loved seeing you play it! Couple of tips for ya: The rocks you collect also work as a shield from getting hit, so it's a balance of when to throw them and when to hang on to them. The second one is the blue sparkle object that pops out of the portal is an upgrade to how many items you can collect. You'll get those at certain levels to help with how crazy it gets. You'll also need those for level 10 which is the boss fight :) Thanks again for checking it out!
Thanks! Glad you really enjoyed it! Thanks for the input on the speed aspect. We wanted to add additional upgrade options, though just ran out of time. I agreed that having a better UI indicator would have been helpful. The idea was to show how many items you could hold and then indicate how many you had as they either got knocked of from being hit or used.
Yeah it can be a bit difficult in that regard. We were hoping to have some time to explain the mechanics a bit as a lot of people don't realize that as you collect items "rocks" they act as your ammo and shield to take damage. We had also planned to add a better UI to indicate that, though ran out of time to add that. The plan is to finish out this as a full game. That should be a lot of fun to add all the things that we had planned in the if we have time list :)
I like the concept here. Fun to play, though it seems the second door is bugged. The controls feel a bit loose, though some tweaking could really tighten those up. Not sure what the mini game was suppose to do. It seems like it was like a terminal hack, which is a really cool idea. Overall I liked the concept here and feel like this could be a good game to continue developing! Nice Job!
Thanks! I'm glad that you're enjoying the game! We are very open to feedback!
The idea you came up with is very similar to what we had planned, though just ran out of time to implement it. We were going to do something very similar to that concept only it was going to be a strength, weakness thing with the elementals. Fire rocks, ice rocks, and charged rocks. Fire would be weaker to earth, earth weaker to ice, and ice to fire. That whole triangular system. I like the idea of having some types be AOE as well, that would be a cool system to add as well.
We did build for WebGL, though the downside to that is our Voxel system that we created to dynamically generate the levels took really long to load each level, and it really hurts the smoothness of level transition, since WebGL doesn't take advantage of multi-threading nor burst. We did try to get a good WebGL build and it does run that way, just really takes you out of the immersion of the game when you have to wait a full minute for the next level to generate and load.
