Nice! The chunkier graphics mode is a cool way of making the prince bigger.
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Nice! Being able to jump up through platforms is always appreciated. Collision on the coins feels good--maybe use a symbol or a circ() function to represent them (it took 1/2 minute to realize there was a coin already on screen).
Thanks for playing! The circular orbit indicator thing is terrible and will be replaced in the post-jam version. Post-jam version will also fix the controls to be more intuitive linear thrusting as opposed to doing (char saving) vector multiplication.
I got "Squirrel Squadron", "Thunder Zone", and "Submarine Call" the other day so that's what's been on my mind. I also rolled "Inappropriate Spire" which I'm also semi-seriously considering.
The 'particle cannon' card has been causing a few issues. I can soft-lock the game where the enemy has -HP but doesn't take a turn but isn't destroyed. The card doesn't seem deal damage when it's played but rather after another card is played, it also doesn't immediately get discarded and I can use it more than once--I think this has an energy cost but the indicator lamps stay lit. I can't target the ship if it has -HP but it can be destroyed if I play an area effect weapon like Napalm, provided I can target another ship.
Kind of a minor quibble but there's now a slight delay between when my cursor is over a card and when it will respond to being clicked on.
I was wondering if using a custom font (a sprite with dozens of sub-images) counts against the sprite limit if it's only used to display text; I'm not looking to sneak in extra sprites that represent objects or are part of the background or anything like that.
I was also wondering if it's okay to set up the screen resolution/views in code without it being counted against the allotted 100 lines since it can be done in the room editor (for free, I assume) but might not look right on all screens. Similarly, if it's okay to instance objects in a room's creation code as opposed to placing them with the mouse (or if placing objects in the room editor counts for a line of code).