Thanks! There will be an update as soon as the Game Jam is over, then one more with save-data.
But nothing will help! You'll NEVER defeat us!!!
Thanks for playing! Working on adjusting the stat increases per level. In terms of dodging...I dunno. Maybe an item like in Link's Awakening? But that would be in a hypothetical later update. (You should try my other game Killer Bun, that's all about dodging!)
In terms of the intro and dialog, you do have the X button to skip along dialog. Planning to find a way to properly showcase controls in-game. Also working on alt. keyboard controls.
But nothing will help! You can never defeat us!!!
Yeah, I did notice the curve not moving towards the player's favor as fast as intended during testing. Also, I did had the idea of EXP from damage (couldn't due to time), but I like the idea of losing EXP as well...we'll have to see...
Also, I think you're the first one to mention actually beating it, so I'll take it as if you are the first one to actually BEAT it, so congrats!...but you also didn't. It's a loop, and you can never defeat us!!!
Thanks for playing! Hope your BURNING EYES get better soon...heh.
Anyways, yeah, this boss has a TON of HP (over five thousand), but that's the whole point. You are going into this final-boss fight at LV 1. It has higher DEF, and you have low ATK (sword is stronger than want). But, you get stronger each time you die, and your LV, HP, ATK, and DEF raises up. I don't expect unsuspecting players to make good progress until LV 10.
That said, I do plan to adjust the rate of increase ATK a bit. Also, the boss seems a bit more hefty because I took out a phase (due to it being unfinished), but left the hp the same and adjusted the two phases's HP requirement. With the third phase, it seems a bit more quicker. I plan to update the game to include the third phase when I finish it. I will also update the game after the game jam with a new map, some cool effects, and more dialog (I'll keep adding and adding...)
Now, let's get to the main point: this is a hard fight. I would be very surprised if someone beat this thing LV 1, because that will take a lot of dedication, skills, and luck. But the whole loop is you going back to try again. Each time you die, you get stronger, but the boss stays the same. You'll keep getting stronger, and stronger, and stronger...
...
...until you can beat that thing Six-Ways to Sunday.
I do plan to add a save system, to further drive the point home that you'll keep getting stronger as the loop stays intact. However, I'm debating whether or not to add it for the level system, or wait for the third phase to be done. We'll have to see how long it takes.
Still, post-jam update immediately after voting period. Check it out. Added some cool-looking stuff.
So come back some time! Maybe you can defeat it!
...
Probably not.
You can NEVER defeat us!!!
Let's rumble!
Yeah, I noticed that two hours after the submission time. There are two types of variables (aside from bool, int, float, and string): normal and global. Usually, when the sprite carrier is destroyed or the scene is restarted/changed, the variables reset to their initial numbers. Global variables, on the other hand, are unaffected by the sprites or changed scenes, so they have to be reset manually. I remembered to reset the score but forgot to reset the lives and the speed counter, so the game got stuck once restarting the game to play again.
I already fixed this but I can't upload the new version until the GMKT Game Jam voting period ends. The only way to fix this at the moment would be to reset the page. Thanks anyways for playing!
Thanks for the kind words!
To answer your question, the game is originally intended for iPhone, but I still am working on it. I mostly test this game on the computer so I'm used to it, but I do understand the questioning on why to use a trackpad/mouse. I tried using arrow keys for testing before, but I could not find the right speed for the ship and the 8-way movement puts some limits. Plus, dragging the ship away at the last moment from a bullet seems like a better solution.
I also tried just dragging without click-and-holding, but before I couldn't find a scenario where the ship would not jump to a far-off location from the screen (if the mouse was to be off-screen or some other bug). But now, as of writing this, I just got an idea to solve this. Thanks for taking an interest in my little game.