When used together with other numbered dice from the d20 series, a six-sided die engraved with Arabic numerals seems more harmonious. Is there such a version?
JustusPan
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In the current version, the enemy AI's defensive intent is indeed too strong, and sometimes there are phases where they do nothing(likely a bug). Originally, their logic was assigned to different enemy units, but I eventually merged them into one. To ensure that players can utilize their unique special skill (shield-breaking attack), the enemy's defensive intent is also very strong. This definitely needs improvement. Thank you for playing and for your suggestions!
I'm sorry about the operation; I feel the main issue lies in the "heavy strike" settings. Thank you for your suggestion, and I will optimize it later.
Regarding the theme, the basic idea is to "use every action in the battle process to address the theme." To achieve this, a system called "Battle Mark Cycle" was designed, where each cycle corresponds to a powerful combat skill, such as shield breaking, consecutive slashes, parry counterattacks, etc. During battles, players need to continuously cycle through operations to fulfill different "Battle Mark Cycles" several times to trigger powerful skills. In the final version, the process of cycle accumulation was simplified, allowing each round of operation to have a direct skill effect.
I think current status of level 1-3 is interesting and challenge. This is a typical arcade-mode game, which need well design of each level and CSE did well in level design. It remind me of those classic arcade shooting game.
The shooting mechanism is very interesting and creative. But the control mode of flash shield may need much more polished. It brings too much risk and usually made me feeling frustrated.
I can't wait to see the finished version of this game. Goodjob!
Thanks for you advice! the gold bug has been fixed. And please use mouse click instead of space key to skip.(yes, space will trigger next selection, it's a bug)
Do you think it's a good idea or not to make more contents like other kinds monster/quest/dungeon/different equipments and make it as an complete game?
I'm glad to hear your feedback, thanks!
Sometimes following error will be reported (the index is random):
Invalid get index '124' (on base: 'String').
--------- In Message.gd ----------------------
func _start_showing_characters():
var n = 0
for x in text_node.clean_text.length():
if ! is_message_completed:
text_node.visible_characters += 1
var v = text_node.visible_characters
var letter = text_node.clean_text[v-1] #<---------------------error position
The progress of playing is quite challenging but enjoying. The introduction is well designed and this game prepared its own background storys, the completeness is pretty good.
While these are drawbacks of current version:
1) the color of "dangerous" meaning is ambiguous, and it's not easy to figure out which part will hurt player.
2) the behavior of 'upgrade' is not proper considering the gameplay pace.
- movement of 'upgrade ship' is too quick and its appearance is not obvious enought in the colorful environment
- the switch frequency of the 'upgrade type' is too high which make it quite random when play upgrade his skill. if player missing or eaten an wrong 'upgrade type', the difficulty will be different.
- the power of different types of weapon are not fair comparing to each other, when this one work together with 'switch frequency' problem, player will feel some frustration just because he hesitated 0.1 second to eaten 'upgrade box' and get an unexpected one.
Overall, this is a quite good title in this contest, which has a retro arcade style.
















