yeah not really the directions, but i see where you were going with this
JSaginario
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having some indication where asteroids were coming from would be nice (or even just expanding the screen size to see them coming from further away). good idea though and art is nice. it does look like there would be a lot of impossible scenarios, so maybe a difficulty scaling would be nice so you could at least get a decent score early on. that's just me being picky though :)
though the art isn't the best, the gameplay feels fairly polished (and i like how u made it a WebGL build and let you customize the controls). Some personal critiques, you don't have to agree: it would have been good to know what i was getting into before i selected the button, and having bouncier walls and less slippery floors would make the gameplay more predictable and enjoyable, allowing for some more clever strategy. overall one of the better ones I've seen
pretty fun concept, but i noticed some of the trajectory lines wouldn't really match up with what actually happened with the bullets. for example, if an enemy was really close to the wall, the bullets would just go straight through him without dealing damage, and the bullets seem to spread out further away than the indicator lines showed. Overall it's a fun concept though and thought it was pretty fun
Thanks! I'm not sure if there's something different on your end, but I do have animations for both the player and the enemies when they get attacked (and I just checked the WebGL version just in case and it has it there as well). So I'm not sure if that's something you don't see, which would be weird since that shouldn't be affected by things like screen size and computer power. Either way, if I didn't have that feature I would be sure to add it! You all did a great job with your game and I hope to see your team continue making them!









