That was great fun for a short game! The gun pod was interesting, though I would have liked to hold it in position with a button press, but otherwise it worked well.
Prox-Mine-Painter
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Very fun to experiment, though it seems it's not as consistent as I would expect as one material put in at fine outputted a different item then a prior experimentation with the same material, so that can lead to frustration when trying to get items.
That said, it is interesting and fun, and I look forward to further updates!
Very fun so far, a couple of bugs: In endless, when transitioning to the shop, the roulette wheel kept on spinning even when I bought a new spinning handle and clicked the lever to go to the next level, and the wheel kept on spinning on without stopping.
The other bug was before I beat the main game, and the last ball of a group of I think 5 seemed to hit a ball or the geometry of the tunnel weirdly and went BACK up the tube to the start, however after several moments the balls that went down still calculated so it was fine if unfortunate.
Very cool, though I may have run into a bug unless I misunderstood something: When I got the keys and got to the chest requiring them, I see the big "Boss eye" fill the screen but I cannot attack, and when I try and walk away it follows me but a random encounter will interupt things and I must walk back to bring it up.
Hello, I got a crash error when trying to start a new game. The mod seemed to load fine, got a title screen, then started a new game and it crashed.
I was using Doom 4-14-0a, with Windows 10,here is the crash error's main problem:
Code: C0000005 (Access Violation - tried to read address 0000000000000010)
Address: 00007ff6724701df
Flags: 00000000
Windows NT 10.0 Build 26100
I played a bit more and found the game does want to slow down severely after several minutes on a flood, like the cache is not getting rid of entities. Especially happens with stone blocks forming then being broken into small particles, even if those don't stay they slow the game down a good bit, but it still happens over time with summoning and fighting going on until I go to the next floor.
My main strategy for this particular game ended up being to try and optimize my placements while conserving resources to apply to new routes that come in as they appeared so I wouldn't be left too wanting later. I did end up placing units farther out from the middle but there was a little bit of grouping later on as bat spawners came around and I needed an archer or so close by to keep things safe.
I will follow you on here and keep an eye out for more of your games!
This looks wonderfully insane and awesome. I'm looking forward to diving into this when it comes out!
Looks crazy fun. I'm impressed you're using rpg maker too since it goes a bit beyond the normal system for simulating and procedurally generating everything, though reading a comment below about +10 years of coding experience puts more into perspective about your talents.
I look forward to this!
This was a ton of fun, I would love to see a larger version of it!
I found the twist funny of the last path to come around being... well "Non threatening" is all I will say to avoid spoilers.
I have one idea to recommend if you develop this further or make something similar: in between waves it may be good to increase walk speed for the character, then lower it when they start a wave.
Hi, first suggestion is a mute button because the beeps are a little too loud to be blasted constantly. A softer sound for the ball drop would be better, however a mute button should be a standard for your game if not sound controls.
Edit: A couple of bug reports, the wavy lines on the multiplier box began to stick with a bendy form as I moved it around and got balls stuck in it's box.
Also the fireball inside the main box can be unglued and pushed out of the box after shoving balls around and taking them in so much after a bit.