I guess you could say I won at the game. Only took some luck and no skill.

Finally managed to beat the game. The enemies requiring you to activate 6 buttons(I don't know how else to call them) are really frustrating. To begin with, I couldn't figure out the rules that set the correct combination, so I just had to guess. Secondly, by the moment they appear you are likely to have speed and bounce upgrades for the projectiles, so that if you miss, they bounce from the walls and hit the wrong button, resetting the combination. Also, the duration that it takes them to reset is too long, often I would already hit the first button, but it was still blinking red, so the hit didn't register.
The game is very stingy when it comes to actually useful upgrades such as projectile speed, air space and amount of projectiles on screen but generously provides useless ones like projectile life time and bounce amount.
So eventually if you didn't pick super speed as an upgrade, you're shit out of luck, cause you'll be spending all the time shooting down enemy fireballs, cause you have only one projectile to go around and it's too slow to reach an enemy before you need to destroy fireballs again.
I'd probably remove projectile life time entirely, so that it lives until it has bounces left and add a possibility to unlock more upgrade slots and re-rolls (e.g. you could add special enemies, that disappear after a set amount of time, but if the player manages to destroy them, he gets a re-roll).
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Hi! I'm a programmer looking for teammates. I mainly use Haxe and GLSL, with HTML5 as my target platform. I don't use common engines(e.g. Unity, Godot, Game Maker, etc.), cause I prefer to know how the code runs under the hood, so I develop my own ones. I've been building a new one that's more general-purpose than my previous ones, but I won't manage to complete it before the jam, so unless you have any suggestions, I would probably use Heaps.
My most successful game is TD2S sitting at 14k playthroughs, you can play it right here on my Itch: https://kurt-c0caine.itch.io/td2s
1. What can I do?
I program. Haxe, Javascript, Typescript, Java, Python, GLSL, C++, the list could go on.
I've also had some experience with sound design(by which I mean that I just download sounds from freesound.org and then cut and glue them in Audacity, while adding effects and leveling the loudness).
2. What would I like to focus on?
Honestly, just shipping a completed game, cause I tend to get stuck in decision paralysis and procrastinate for years without getting anything finished.
3. What can't I do?
I haven't done any creative writing since I left school, but I don't think it'll be that relevant for this project. I'm also mediocre at art and have never done any pixel art. And I have almost 0 experience with 3d modelling.
4. What don't I care about - i.e. other people can have "full reign" over?
I'm not sure, I'm kind of a control freak, but I think we'll be able to compromise.
5. What is my time commitment to this project?
I can dedicate a couple of hours every day on this project.
6. What kind of games do I like? What genres or game types do I enjoy playing or working on, or would like to try making?
I prefer action games both for playing and developing, but I'm open to your suggestions, as long as they're in 2D.
I think it became harder to deflect the projectiles now, I completed the levels as usual, but this time the boss nearly killed me. Didn't complete the Chamber of spirits, though, probably cause the wall-jump is kinda wonky. Or maybe it's a skill issue.
Anyway, keep it up, will gladly play more levels.
I noticed two bugs:
Also when you go for an explosion-based build, it becomes hard to discern what the enemies are doing cause everything gets covered with explosions.
Other than that fun game, keep it up, looking forward to more content.
Yeah, except it won't work with TDS, cause it uses a feature that WebGL doesn't support: lines with rounded ends and thickness > 1. But that doesn't matter cause I'm building a new engine that will generate a texture atlas and will use instancing when rendering.
Oh, and I fixed the issue with it crashing when loading a JSON file with invalid content.
I've spent way more time than I should've on this game. On my first playthrough I got to zone 2 and got killed. On my second playthrough I decided to do a range build, reached lvl 56 and got to zone 6. Here're my observations:
Other than that it's a solid game, I'm gonna wait for more content.
I understand that from the lore point of view it makes sense that the enemies blend in their surroundings, but from gameplay point of view it just feels like artificial difficulty. Cause I gave the game some more tries today and it's really hard to tell where the enemies and their bullets are, especially when you get a crew that has a big bonus to gems and the whole screen gets covered in them. I dunno, I would probably make enemy bullets a bright color(typical choice: red) and make gems a single color that's different from the color of bullets and bonuses(e.g: blue or green). And give enemies a white outline.
If you think that it's so important that the player is kept alert, maybe you could add crew members who have a passive ability of highlighting them? Or drones dedicated to that? And yes, I gave that cheat code a try, those drones are really useful(even if they tend to get stuck), not only due to their firepower but also the fact that they highlight their targets, which let me detect enemies that I wouldn't have noticed.
Gave this game a couple of plays and unfortunately I didn't enjoy it that much. It feels like the bat's inertia is too high, especially compared to the pedestrians who can do sharp 90 degree turns, you can keep flapping wings but you'll either lose speed or fly into a building. The physics in general are strange, cause I'd expect the bat to fly down faster due to the gravity, but it doesn't happen, gliding doesn't work, either.
The furthest I got was level 6, I think.