what if I am in a team?
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I bought the game on steam, could I get a drm free copy? I don't want to take a community copy because I don't want to take a copy someone else could have.
Edit: I can provide whatever proof you need
as far as the hammer getting stuck, you gotta give me some slack here, this game was made in a game jam in only 3 hours. There will be a version on google play soon that has most of your grievances addressed.
The aliens appear to follow a set path that doesn't include the right side of the screen. Love the sound effects. Since the bugs shoot straight down, and I shoot straight up, I can't really shoot at them without getting shot myself, whenever there are more than 3 or so in the same spot.
If you could show an arc of where I will land, it would make this game much easier. I think your main problem right now is that to be good at your game, you need to memorize the level and where exactly to aim to get to the next platform. there is a lot of guessing involved in where I will land. Also, I would experiment with decreasing the total amount of time I stay in the air. It is just down time, and reducing that tends to make your game more fun.
For some reason, the white buttons sometimes refuse to be pressed. Also, I need to be able to look at the screen and understand the puzzle. I don't want to have to experiment to figure out which button affects which box. Maybe color coding? Maybe you could draw a line between each button and it's corresponding box. Also, the white boxes do not indicate which direction they move in. Same problem. Overall though, puzzle games are super hard to pull off in a jam, and I applaud you for making something this good.
You forgot to unlock my mouse when I die, I can't see where it is, so whenever I die, I need to refresh the page. Good job with the effects and everything, surprised you made this in 3 hours.
I would have attempted to replicate the paddle behavior of the original, talking about the angle that the ball bounces off of the paddles. Counter intuitively, you are supposed to remove the ball's y axis velocity whenever it bounces off a paddle, and just use the y position of the paddle relative to the ball to make a new y velocity. Also, running a paddle into the wall causes it to rotate. Not sure why the paddles move in steps either.
I appreciate the locked rotation scroll wheel thing thats going on from a retro perspective, but if I had a choice, I would pick a "look at my mouse" kind of control scheme. I feel like my shield could be closer too, by the time bullets get close enough for me to realize, its already too late.
Cool concept, could use some polish. Very easy to surround myself and make it impossible to move. Also, I would rework the explosions, I assumed at first, that they had an area of effect, but then I realized that they only killed you if the red lines touched you. Maybe it would be less of an issue if the explosions were smaller overall? Also, the explosions are super loud if you're too close. I get that this is realistic, but it is kind of jarring.
idk why you wouldn't just use WASD. The graphics of my tail while turning are a little funky. Controls are very difficult, although I imagine it would be easier on a mobile phone. Good job making this in 3 hours though, I know I couldn't.
Super welll polished, I think overcoming gravity takes a few too many bullets, maybe decrease the mass of the player? Also, for some reason, if I go onto the second screen while holding down click, my gun disappears? Overall, good job with this.
Its kinda boring at the moment, I would make it a little faster, and add different enemies that can only be killed with certain attacks. Or, maybe have limited arrows, and crabs can drop arrows. This would force the player to get up close to the action. Maybe the crabs could fall in from the top all over the screen, instead of just the sides too.
I can't really keep my space ship still, make it so that if the cursor is within a certain distance of the ship, it does not move on that frame. Also, it doesn't really matter where my space ship is, I can play by ignoring my space ship and just clicking on the asteroids. The two solutions that come to my mind is to either make the player die if he touches an asteroid, or make the bullets a lot slower so that it makes more sense to move your ship closer to an asteroid.
Jumping while moving causes my character to jitter, the jump is a bit floaty. I would also make jumping on the hedgehog bounce you up a little more. More sounds would be nice. Otherwise, good job!
Liked the idea, I would make the players's texture simpler so that I can tell more easily which way I will jump. Maybe its just half black and half white. I would have liked to have some sounds. Otherwise, good job.
Love the game over screen, I think it would work better if you only checked the last inputs for attacks 1 and 2. For example, inputting DADAA Space would use the second attack. DADAD Space would use the first attack.
I have made several games in godot(check my itch). Also, a few more on google play(most recent: https://play.google.com/store/apps/details?id=me.julian.autogunslinger ). All of the music in my games was made by me, although ill admit its not my expertise. I'm looking for an artist with a similar level of experience.
You are correct, thats not how the original did it, I tried to copy it more closely, but was running out of time and had to approximate. I have since fixed it, and after the rating period is over, I will update it.