ahhh! I now try the in game full screen button FIRST, and that works.
Going to the itch fullscreen meant the in game one didn't work.
Issues resolved :)
Peter Morgan
Creator of
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This is the size of the window I get on Safari and Firefox.
I click fullscreen button bottom right (the classic Itch one) it just takes my window bar away at the top.
I come to settings in get and click here, nothing changes (when I exit settings the music/SFX changes happen, but nothing to full screen).
Not sure why it's just me, maybe its a Mac thing :D
nice work on this. Excellent range of enemies.
I was a bit disappointed by the crossbow :P. Heavy hit, but very slow, suppose that's the trade off. I had some bugs with it where it didn't fire at all (while holding mouse, or by clicking) off and on until I died.
My suggestion would be to ramp up the pace of things to 11! :).
More and faster enemies, much quicker fire rate.
But I did enjoy it! nice set up!
No I am not annoyed at the lack of skip button.
Creepy text saying I am watching you is creepy :P
Is 11the a typo? :)
Goats are annoying :P.
SFX is really important :), listening out gave me a heads up who is coming, nice touch.
Read a few of the other feedbacks, and your new upcoming update and it sounds like you've nailed and hit most of the bugs.
Just checking if you got the full screen on, as the screen size was very small for me.
Love the disturbing underlying tone in the post death scenes etc, hope to learn more in your update when I might get further :)
Great work, really engaging, had me playing it through a few times to try and learn more.
Oh yeah I had a few ideas on all this, just ran out of time to implement any of them.
I should have balanced it so the less holo helpers you have the more Green power ups spawn, and the more you have, the more Red cancel them out ones. Would have been a lot better. Probably wouldn't have been to much work, but I got stuck polishing up menus and story and getting the WebGL version to work on itch properly.
Could have had the option to buy them in the shop, with a follow up option to upgrade them (so they start as the player does at level 1, and you have to also pay to upgrade their levels. Maybe have a cap on how many you can have via this, that costs a lot to upgrade.
Maybe have them only last for 10-20 seconds, thus stopping the over powered thing that happens when you have 4 (I started with 8 of them before testing :P).
So yeah, think we're on similar pages with it :), just wish I had one more day :P, or the ability to let some of the other stuff be a little less nice :P.
Weapon fire rate for me as the first thing to max. But that's a fair point, and as part of the difficulty in the waves I was making them able to spawn further apart.
Yeah unfortunately that does become the best way of getting over the hurdle of level 5(ish). I didn't get the balance right in this one, but I felt I could at least ensure people had the chance to make it through :), by sending them back in with 8 lives and all their upgrades. No one plays Jam games for longevity :P.
Hope you had fun with the story elements.
Thanks for playing!
The Holo Helpers, yeah, broken :P. That combined with he RNG element of their spawning.
I tried balancing things but ran out of time to implement more control over that. Probably spent too much time polishing things like the menu screens and plot/dialogue sections :P.
Thanks for playing, glad you enjoyed it :)