Glad you liked it! <3
DeltaV
Creator of
Recent community posts
I think what u were seeing with the FOV being off is the camera's movement being dampened a bit, which maybe I overdid it but apparently no one else had a problem with it. I think the framerate balanced out eventually because it loaded the rest of the map but idk, I didn't experience it until I tested the build a while later, i'm glad you enjoyed it tho <3
I'm glad u liked the atmosphere! The fps is mostly a side effect of running the game on web-gl, but i didnt have time to optimise and i didnt realize it was ultra laggy until it was way too late. ik abt the stair collider being scuffed, i just didnt think to remove it and move the invisible ramp into place (the problem with it is that i cant place it flat on the stairs without it sticking out, which it is and thats why u cant climb back down)
Yeah one of my testers recommended easing people into the gameplay by splitting all of the attacks between different bosses, but i felt i didn't have enough time to design multiple bosses and allow transitions between them and such. Technically the one singular boss scales in difficulty over time by getting faster with their attacks, but past that the game kinda just throws you into the arena lol. Thanks for playing! <3
honestly completely fair. I didnt really try to make this a *boss fight* as much as just an insane bullet hell, and the attacks being random with a lot of variation is intendes to simply add to the chaos. With a different theme, I probably would've made this game, but if i did it would probably function more like a traditional boss fight. The camera seems to have been an issue for a lot of other people, so i probably could've sped up the dampening to make it lock faster. On the vfx not saving, that was mostly just a time limitation, and it didnt come up during testing since the testers mostly didnt use the feature. thanks for the feedback! <3
The main point of the shooting mechanic is just to distract you from dodging lol. I could've 100% made it timer based and synced it with the music but the shooting is really annoying and i think it adds to it. The camera thing isnt too fixable unless i completely remove the dampening, but i personally think that the dampening looked nice (but that's just my opinion). Thanks for playing! <3
Thanks for the feedback! This would've been great to know this morning when i was basically idle lol. There arent really any phases, more just that the boss speeds up over time. The bombs and the "rectangle lazers" (I assume you're talking about the longer purpleish lazers) are a bit rare, as they only have a like 15% chance of occurring (i think?) per attack cycle, compared to the rest of the attacks, which have a pretty likely chance of comboing with similar attacks. The charge "attack" isnt actually an attack, and it's more to just make you have to move a lot more (since the boss is more accurate than the homing missiles, or triangles). The VFX were a lot but that was kinda intended ig, but i probably could've turned them down more lol. The bullets tearing the boss apart is kinda intended since you cant easily hit the boss from far away (like u said) and the boss gets extremely difficult near the end. Also I suck at art so that's why there arent any sprites lol. Thanks for playing! <3











