Thanks for playing! Each weapon's has its own attack type, and your attack type for the current turn is based on your current weapon. Basically "your next attack is X" skips weapons in the loop until it chooses a weapon that is of X type, which is then shown in the bottom right during your next turn. Should've explained it more somewhere.
Having little control in the first stage is true, but I did balance it to make it really hard to lose, but I agree that is makes the game slower in pace. You are still able to use the Break ability in the first stage, which lets you change to any weapon, but there aren't enough enemies in the first stage to fully charge it. Will probably make the starting stages shorter and also increase starting money.
And yeah, I agree with the types being confusing. I basically copied the type-triangle from a game called Melvor Idle, but replaced ranged with defense (which doesn't really make too much sense). Yeah, thanks for the feedback.
Haxking
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Now that's something I have never seen before. Is it on the web build? Is it your browser? All i can say is that it's just unfortunate because that has happened to no one else. Maybe move it to your main monitor? (not that I know a lot about it since I use a laptop). Or try not playing in fullscreen.
Anyways, thank you for playing, or at least trying to!
edit: By the way, I was going to name my game loop breaker, but I knew at least 1 other person was going to do that so I made a little twist lol
Very great take on the theme, not only can you beat up aussies with a boomerang, but you can also burn them alive if they're in the loop of the boomerang. Very nice camera zoom and enemy variety. My only feedback is possibly making some art for the boomerang trail and also improving the aiming mechanic since it feels a bit hard to move around and target stuff. Great game.
Controls may be complex and need time to get used to, but since there's no pressure to beat the level quickly its all fine. After a few minutes of play, movement begins to feel pretty smooth, great sounds as well. Main feedback is making the hitboxes for either the player or obstacles just a tiny bit smaller than they actually look, since right now they're a bit bigger and it can be hard to know whether you will hit something or not. It's also hard to know if you'll be safe if you blink, but that might just take getting used to. All in all, cool game.
Simple game that can get pretty hectic. It's really satisfying when you get a bunch of people in an elevator at once and send them to where they're meant to be. I can see what you mean by a couple of issues, though all I came across was the fact that the orange city background was not there. All the other art is really great though. Great game!
Is it that there were these black(ish) bars going in the middle of the screen? For some reason, this bug occurs on some devices and I have no idea why. Some people get it, some don't. Maybe it's a web only thing but I'm unsure.
Thanks you for playing despite the bugs!
Edit: After a little bit of testing, it seems that the bug only occurs in fullscreen. I've doubled the default size of the window so the game is more playable outside of fullscreen. It would be very appreciated if you were to tell me if you get the same issues while outside of fullscreen.
Yeah, all very valid feedback. I compromised a bit by making the tutorial text accessible during battle, so you can double check stuff easily. There are a lot of issues with flow and pace, but it was my first time making a game even remotely similar to this. In hindsight, I probably could've added a speed up button very easily, but the thought did not come to me at the time.
Thanks a lot for playing! Very useful feedback here.
smooth to play and chaotic. I initially thought the echo mechanic was too difficult to use to be practical, but using aoe attacks with it can actually lead to some interesting strategy. Unfortunately I couldn't fight the boss, seems like there's some sort of memory leak somewhere (or something like that).




