This game is absolutely amazing, I love it! Would be amazing if there is a "role reversal" encounter where olive is the big one and others are small lol
One thing I wanna mention - I don't know why the save can't carry over between each new versions on the web. But you can workaround it by providing a text save like how most incremental games do. Store the money, upgrades, completed encounters etc. inside a JSON structure (or any data format, including binary) then pass it through BASE64 encoding. Then allow the players to download the text/enter the text in the game. This has the added benefit of being able to extract save data from web to standalone version and vice versa.
Of course, this does mean that you might need to maintain two versions of save format. With the presence of cheats, I am not sure if it's necessary :P
pojienie2
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Thanks for playing! The mouse upgrade also increases its pull strength so I could see that it feels less precise. Perhaps some kind of a toggle would be better.
And no it's not intentional that the apple and the coconut being similar when the game zoomed out, lol. I need to learn how to make things higher clarity :3
Sure! Feel free to use the mechanism, no credit necessary :3 It's really simple. Create a Area2D that always follows the mouse
position = get_global_mouse_position()
Then, each frame, for everything that is within the range, change their direction
position = position.move_toward(p, strength) #in the game, strength is 0.2 (before upgrade) and 1.2 (after upgrade)
direction = (position - mouse_position).normalized()
Thanks for playing! And glad you enjoyed it! Agreed more enemy types would be awesome. Currently it's also too easy with that one super weak enemy, lol.
The enemy you suggested sounds interesting! Like an assassin infiltrate into your base. As you mouse over each area, you might even accidentally attract them into your base while they are still invisible.
Yeah, another player reported that the item pick up range is really tight, lol. I should have added an indicator telling you if you'd pick up an item if you press space bar now.
About item having no color at the score screen, it means that you didn't pick up the item nor is it in the optimal solution. I'll have to find a way to make it less confusing, lol.
First of all, thank you for the constructive comment :3 Yeah, I really should combine the tutorial and the normal game play. Perhaps using the first stage as tutorial would suffice. Using space key is intuitive to me but, yeah, I should experiment or allow the player to configure the key.
Not sure about this game becoming big, but I sure can see this being embedded inside a bigger game like you said :3






