Thanks~
Yeah we were running into that too, especially on the higher difficulties.
It runs much better on the native build. We would need to do a bunch of profiling to keep it a web build, but I think if we do work on it, we would target native only.
LesserGatsby
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Yeah, it was Sineaggi's idea to do secret levels like that where we tried to mix up the mechanics a bit.
Cool to see people found and enjoyed them.
And yeah, for sure. Watching someone play it in person, I think I know the exact jump you are talking about. I recall making that jump most of the time, but missing it once in a while. That was probably just a hair too tight to expect of players, abusing the kyote time a bit, lol.
Oh that would have been a good way to go.
Originally, I wanted like combinations of types, but having more than 3 options didnt feel fair.
But having the rounds behave differently could have been cool. Even if the difference was just move/turn speed.
Even though it wont be applicable in the jam, I think Ill try that out and see how it works. Would open enemy colors up to mean something else too.
Yeah, I wasnt too sure on the duration of the shield.
In future iterations, it could alleviate the problem if I increased the recharge rate of the shield.
Im not too sure about increasing the duration of the shield too much, since it can reduce the focus on dodging attacks. I meant it to fill the slot of a "dodge roll" rather than an impenetrable defense, if that makes any sense.








