Thank you! Please do not cry.
I'm continuing to work on stuff. Hopefully the next update will be out before the end of the year.
I don't know I guess you can cry if you want. It's healthy to express your emotions
Thanks, I'm glad you enjoyed it!
Currently implementing some stuff wrt difficulty. Hopefully will be slightly smoother. I've been wanting to add more melee combos for a while, not sure if I'll do a wall jump or a dash but those are both interesting ideas!
Debug mode has been requested enough that I am probably doing it. I think I'd like to get everything implemented in normal gameplay first, though. Energy is probably going to remain capped at 100%, but I can confirm that I'm adding a bigger max size.
I have no idea how long it will take, unfortunately, but I'm just putting the finishing touches on the new features I wanted to add. Next step is actually making the level, which might take a while. A ton of stuff has happened in my life during this dev cycle, so I haven't been able to work on it as consistently. It would be awesome if I could get this out before the end of the year.
That's fair! Maybe it's unsettling that they're more realistic when the overall vibe of everything else is more stylized/cartoony.
I did reference some actual orca eyeballs for the design, which also have a bit of an uncanny valley humanlike quality to them. So, in that way I would say this is an intentional effect :)
Thanks!!
WRT shrimps: I guess it's pretty hard to make a flying enemy that isn't annoying. I sort of feel like it's a valid ecological niche, but also they could use a little something nerf-y. I might try and improve the anti-air melee game a bit.
And as the levels are getting more complex some kind of hint/objective system is probably warranted. Ideally also a map although that seems pretty difficult.
It's possible to miss a couple globules of biofuel since there are so many of them, and they can also spawn inside walls (which wouldn't make them impossible to pick up, but would make them impossible to see). I forgot to fix this by changing the drop to a single large pickup before release, which I'm going to do now!
I've been thinking about adding a task system or a map of some kind, I'm not sure exactly what form it would take but it's a good idea.
Thanks! It's true there's not much in the way of a movement tutorial. Hopefully any future required platforming isn't too crazy.
In the 90s shooters this game is inspired by the cover system is "standing behind something", it's kind of grandfathered in. I've thought about making a more modern cover-based shooter before, but that's probably not the direction this project is going to go in. Will probably explore more size-related disadvantages though!
Thanks! I think I can probably make the code enemies use to search for cover more efficient, and I recently realized the SMG & pistol models (which I made several years ago) have way too many polygons for some of the most numerous weapons.
I'm also going to look into adding bespoke options for the individual graphical settings, but until then lowering the quality present and/or resolution might help.
It might be a while. I'm working on adding a lot of stuff, and the pace has slowed a little bit. I will also be working on an entry for the WeightGaming game jam this month so that'll put a bit of a dent in it, although at least there will be another game to show for it. There will definitely be an update by the end of the year, unless something goes terribly wrong.
I went back and checked the game code, it turns out it counts it as completed even if you ran out of time, which was... an interesting choice. I probably was going to remove the time limit and forgot about it. There's also no way to play it again after beating it (which happens no matter what), which is a bit of an oversight. Anyway, it doesn't give stars or record a clear time, so other than the sequence itself and the preceding cutscene you wouldn't be missing out on anything.