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Ethan Clark (EPICPIKAGUY)
Creator of
Recent community posts
it turns out I was doing something VERY silly; I was loading the high scores on the episode selection screen. Which works unless you choose to resume a previously saved game, because then you bypass the episode select entirely. So now I just load the high scores at startup and it just works. (I’ll make a patch to the demo soon.)
> I really wish you could see what you bought at the end of a run because I wish I could verify what I did for that one - I was still learning the ropes.
That’s in the game now, and will be coming to the updated demo I’ll put out very soon. The fix was as simple as making sure the “view deck” button was still visible on the end screen.
> [there should be a healing item that heals you if you’ve lost]
I’ll probably make an item like that for the Medic (a character in the full game) since that seems like a good fit.
> [there should be a healing item for low universe runs]
“Miracle” heals (if I recall) five HP in the universe of your choosing, which IMO is generally more useful the fewer universes you have. It occurs to me that I could have the shop be more likely to stock items that it thinks are more useful to your current run, which might be necessary given how “bloated” the item selection has become.
> [wave collapse is kinda OP]
I intentionally made it VERY powerful and one of the best items in the game, because IMO it’s fun and ties in very nicely with the “themes” of the game systems.
I'll check Doctor's frequency.
Nubby is expensive because making a new universe is a huge deal. One strategy is to get ten dollar bill (lowers max HP and gives you money), then get nubby, then recover a few times to get some max HP back. Nubby is still a risk though, but that's by design.
Sword and shield was originally multi-use but I found it was pretty overpowered. Getting at least two sword and shields means you can easily play nothing but that item and steamroll enemies. It felt bad to have such an effective strategy based on only spamming a single item.
I'll check tiny band-aid.
There are items like Scope and Jab which are designed for low universe runs (since they only work in 1/2 universes, they're relatively better when you have fewer universes.)
Item removal is... sort of here? "Recycle" lets you transform your broken daggers into shuffle items, and one of the characters in the full game can buy an item that lets you remove certain kinds of items from your deck. I might add more ways of removing items, though.
In an effort to stay relevant with the kids, I have made a brand new N Step Steve level based on current trends.
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In the code, players, rocks, and flags are all considered "entities" and treated very similarly to each other. The two types of "objects" in the engine mostly boil down to objects that directly effect normal gameplay (like the ones you listed) and "flexible" objects with basically exist outside of the normal gameplay logic (e.g. signs and teleporters.)





















