Congrats! Thank you for checking this out :)
Fusionnist
Creator of
Recent community posts
I'm very very glad to learn this! Thank you for persevering!
The number of moves available is derived from existing tile types as well as board dimensions. It isn't a "smart" calculation, but rather a "safe" one (more than enough to clear any level). This only works because levels aren't about maximizing or minimizing score - the required score calculation is purely tied to grid dimensions :)
Levels are generated randomly, through basic seeded rng. To avoid having all levels look like noise, some seeds roll some mirroring modifiers - horizontal, vertical and axial. And that's really it!
Difficult but honestly quite complete overall! I played about ten attempts, really trying to min-max system durability, energy, turning stuff on and on again, and the whole dynamic plays well. But I still lose very far from the goal each time, haha. Music's good, main level looks good, and it plays without any bugs that I could see (other than no reset on death, which is just a reload of the page anyways.) Cheers!
First win, on my fourth attempt! On the third, the skull sniped my tower right as it was around 10 hp and last enemy standing, on the final night lol. I really couldn't come up with any harsh feedback! All I ever noticed was that knockback stops working fast, because enemies collide on each other, and there are oftentimes more bomb relics than bomb cards to choose.
Looking forward to what's next!
Hi! This looks lovely, but the build doesn't seem to run on my machine - I got the error "file vehicle missing" or something, so I created a charset called vehicle. Ran it again, same error for "monster"; after that, the game ran, I got into the first battle and then the file "strike" was missing. I could perhaps fix the game by iteratively adding files, but it's probably better if I let you know about it. :)























I am tiny