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emil_io

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A member registered Mar 31, 2022 · View creator page →

Creator of

Recent community posts

Great job recreating the aesthetic while keeping visual appeal!

Nice, aye I'm  realising that it helps a lot to make a game "too easy" when showing off just so that passers-by will get the most out of it without needing to focus. It's a bit cynical, I suppose, but that's marketing

Thank you again, I'm glad you appreciated the update! I will get to fixing the level select issues. 

For the level 8, that's a design oversight on my part, sorry. I wasn't sure whether to make an instant unlock on the level completion, or to require a score threshold, at first. Currently, The next level is only unlocked when you beat the score threshold of 1000 x Level number (i.e. 8000+ on level 8 to unlock level 9) - but I haven't made that clear anywhere yet (whoops). if you unlock the next level for the first time though, it should say "new level unlocked" next to your score. 

I'm thinking maybe to remove the score threshold, because it's unclear and acts mostly as an artificial difficulty, when it matters, and impossible not to beat in other cases. On the other hand, it's an 80s arcade game, and unforgiving difficulty is part of the authenticity! 😄

Well done on getting to level 8 though, I think you have done the best from everyone I've seen play so far :)

Great work, I agree, it's very polished. I love that the game is suprisingly playable solo despite being a 2 player game thanks to the unique mechanics :)
I found myself typically dying after forgetting to reload at the right time. I'm not saying you should adjust the difficulty, but personally I think I would fare better if there was a feedback (like an empty 'click' sound) to let you know you're out instead of always referring to the UI in the corner. 

The enemies are well designed as well, you can tell they will be tougher just by looking!

I'm stuck, unable to move between the vents? if you added a lost of controls that would really help :)

(1 edit)

Update: I've now patched *both versions to address your feedback!

- Switched ball collision system to be more standard (using Circle Collider) which has fixed issues of getting stuck (as far as I can tell)

- Fire Input is now disabled until the swipe finishes, and will skip the transition instead.

- Ball's minimum speed increased 33%

- Music settings should now affect all in-game music

- Ball impact sound is now less obtuse, it has been switched with the brick impact sound. 

- Bonus! Fire ball now has a custom impact sound.


Please give it another go and let me know if you're happy or spot any further issues! I guess swapping the ball impact sound isn't a perfect fix but I will make a new one if the brick impact is irritating. (with that said, bad audio helps the authenticity of the 80s style!)

Enjoy!

Thank you for the feedback! I really appreciate it. A couple of these things I admit that I must have just gotten used to during development, but I can see how helpful it would be to add these improvements. 

For the ball speed however, it's a feature not a bug 😄 the ball speeds up as you get closer to finishing the level, and sometimes a power-up will increase the speed; just to make things interesting (and inspired by space invaders). I was thinking of having a speed multiplier in the settings, which could be analogous to difficulty. 

As for the slider, yeah I believe it's another classic Unity flaw, lol. I'll look into it though.

Thanks again, I'm glad you liked it!

(1 edit)

The game breaks my whole PC trying to run. No idea why, but I see the unity logo, then a brown screen, and my mouse starts lagging to 0.1fps. Then my monitors shut off. It might be a GPU overload actually. But I had to hold the reboot button to get my pc back.

Neat!

It's easier than making a game over screen and respawning!