Thanks for the comment. I was planning that the energy running out would encourage the player to be more active with collecting the powerups. But of course, you can't do that, if you have no weapons to defeat enemies with. I agree with the enemies flying by. Since the player is not required to defeat them, the game allows the player to be way too passive.
Quackpond-Games
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This is very weird. As far as I know, there is no way to change the sensitivity during gameplay. The only place where it can be changed is the main menu, so I have no idea how this happens. Turning off vsync caused some issues with the sensitivity, so I would advice turning it on if possible. Does the sensitivity slider in the menu also get reset, or is it just the actual look sensitivity in-game?
Thanks for letting me know. I made it so that if there is another turret near the landing site, it gets destroyed when the new one is called. Great find. This was a pretty wacky bug. I almost feel sorry for patching it out. If you need to contact me, itch.io works fine. Or if you want to, you can join the Gearbits discord. Active links to that are currently in the wave mode announcement on Steam.
Thanks for reporting this. The game should count an enemy to the mission score, even if it dies of environmental hazards. If it didn't spawn, the game should only display nine pursuers as the objective. My guess is that it fell out of bounds, or the scorekeeping didn't count it for some reason. Both of these are something I've addressed in the development build. Unfortunately, the itch.io version is a bit behind. I've made a lot of progress, so I'm planning on updating the demo soon.
Thanks for the comment. The health values will be changed during the development. All of the values, like item prices and weapon damage are in a mess right now. Thankfully all of the values are made so that they can be easily tweaked. Feedbakc from player is very valuable when trying to figure out the game balance, so that's why I encourage people to give feedback. The melee combat is something multiple people have pointed out, melee combos seem to be a highly requested feature. Also, you are 100% correct about how the mining melee should be a drill. I would have put it in right from the start, but I ended up settling for the placeholder beam saber. If I tweak the melee combat I'll definetely take another look at the weapons. Thank you very much for the feedback. This is very valuable.
Thanks for the comment. I'm not sure what I want to do with the ammo yet. Right now I'm thinking of adding ammo pickups. But I could also design the levels so that you can manage with limited ammo, or just increase the ammo capacity. I originally had no plans for a melee attack or a horizontal boost, but those are something that several people have commented on, so maybe I'll look into adding them.