Haha, poor Franz!
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The Trojan warning is a false positive.
It's so big because of the soundtrack, I didn't properly compress the sound files to a lower bitrate - I definitely have to do that - But ran out of time for the jam.
There are a lot of control "features" that I think were not good decision. In the full feature version I am working on, the control are completely different.
... and there is a button to remove ropes ;)
Hey, thanks for the comment!
I don't think there will ever be an update to this game here.
1) It was made in and for a Gamejam and I want to keep it that way 😁
2) My vision for Bottomless changed quite a bit!
I am working on it since I released this version here and my plan is to make a full game out of it.
If you are interested in the "new" Bottomless, join my Discord or follow me on Twitter for the latest updates:
It has pros and cons like every engine :)
I like it very much, it feels great to make the game. The scene structure and overall workflow feels very natural to me and works fantastic.
Some things are not perfect but get adressed in the future, the development is strong and has great people behind it.
Thanks for your comment!
First things first, it's not a demo, it's the old "finished" game jam version of the game that was completed in a week :)
The controls are really strange and behave very unexpected sometimes.
Thanks for the tip and the feedback, glad you liked the art :)
Hey! Thanks for the feedback! Yes I'm still working on it, but since it was a very quick project (for the game jam) now I have the unthankful task of refactoring a lot of the games basic things.
I have finished a lot of stuff and the version I have here is so much smoother and polished that it is also so much more fun to play.
I hope I will reach the point soon where I can finally come out of the cave again with some nice news :)
Hey, cool little game :)
My experience was similar to VerttiXPertti:
I could stand next to a light post forever and the enemies get defeated.
It would be great if rolling around would create energy and charging a lamppost cost energy, so you would have a basic chase gameplay.
Maybe use the amount of particles for an easy display of remaining energy.
It's fun! I somehow miss a win/lose scenario.
Maybe give the player some life (ships attacking you) or win when all are upgraded at 3 start.
I would love to see an increase in recharge rate with upgraded cannons or a lower ammo consumption, I had the feeling that recharging three upgraded cannons is nearly impossible and just upgrading and recharging two cannons is absolutely enough to destroy 90% of the enemies.
I like the idea, it's fun to try keep all guns charged :)
Thanks for playing!
If you are charged positive (after pickup up a positive cloud), you need to collect a negative cloud,
if charged negative, collect a positive.
Just alternative the colors :)
After picking up a pair, your charge is neutral and you get a charge boost.