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Dracoraz

10
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8
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A member registered Jun 12, 2019 · View creator page →

Creator of

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Thanks for playing : )

That was definitely an issue that arose in development but didn't really figure out how to fix (if I had more time I'd probably add some kind of collectable/powerup system to incentivise movement)

Thanks for playing! Yeah, I did have to make sure the difficulty wasn't too overdone for a 10 minute jam game. If one day I get around to making an update for this game I could hopefully make some harder levels

Fair enough, I considered extending the timer to 15 minutes and having a more gradual difficulty increase but I figured for a jam game it would be best to keep it shorter. In hindsight it definitely could have been a good idea to let the player get a few level ups in before throwing anything too challenging, since the first 2 minutes are especially rough if you get unlucky and don't get any attacking moss. Thanks for playing and for the feedback!

Thanks for playing! I originally wanted to make the moss placement matter more, such as making moss more effective when placed next to other moss of the same type, but I unfortunately ran out of time to implement this. A valid point to raise regardless

In that regard, there were two main decisions I made that helped reduce lag:

  1. I tried to design the enemies such that they were less plentiful but a bit bulkier/more aggressive so that there was less "crowd crush" to resolve
  2. To account for cases where the player isn't clearing enemies fast enough, or even intentionally avoids damaging enemies to amass a bigger crowd, I made it so that any enemy who lives for longer than 60 seconds will start to run away from the player instead - and despawn once they're out of the play area. This did have a side effect of having some enemies run away and then fire at you from way outside of the camera region, which I forgot to fix haha

The TL;DR is that even without a super efficient collision method, some effective game design can go a long way to help circumvent the issue

Love what's here so far! The story, aesthetic, and mood of the game is very compelling; and the water attacks had a good feel to them. Interested to see where this goes!

Thank you! I mostly just felt it out as I went, but I'd say my past experience with playing a lot of these sorts of games helped with knowing how to tune the mechanics (Vampire Survivors obviously, as well as 20 Minutes Till Dawn; and some bullet hells like Enter the Gungeon, Touhou, among others). Other than that I just have a lot of past experience with hobbyist game development in general so it's largely practice :)

Very good!

Insanely charming, I love the dialogue so much

I really like this game concept. I only wish that the word needed for your basic attack would switch up because typing "spark" 80+ times gets a little painful. Otherwise very nice.