I'm not addicted you're addicted ! Right, I admit that's probably one of the games I spent the most time playing.
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OMG that's awesome !!! It starts ok with just the normal bricks and then all all the sudden Oh that's new, oh what is that, Oh S*** !!! Ahhhh :D
I want to play again just one more time, this is so addictive
omg I forgot highscores !!! Tbh I considered that at some point but the resolution limitation make it harder to display besides everything else. But this could also be shown once you complete a level though now I think about it. Thanks for the feedback
I'm still unsure about the solution I currently have but in a nutshell:
- I've got a level scene for each difficulty tier
- The level is separate in screen sized sections containing a list of enemy patterns to randomly choose from. You can also have several at once.
• easy to setup and change
• you can somewhat tailor the level a bit better and avoid things that feels way too random
• gives too random results anyway, sometimes ending sending all the hardest choices all at once, making it hard to properly balance
There might be better ways to set this up I guess:
- Picking from a "deck" of options to avoid repetition
- Favoring next / parallel options that fits well together
- Assigning a score to each pattern to make sure to keep the difficulty balanced
At least that's a few things I can think of about this particular case but it eventually all comes down to the experience you want to achieve.
thanks, I was also not sure about loosing upgrades on damage to be honest. In one hand it goes well with the shmup tropes but not with the roguelike ones...
I also agree with the lack of different paths, if you look at other games with this kind of system, like slay the spire of course, there are way more "columns" to choose from. I was limited by the 64 pixels constraint on that. I had 3 columns at first and came to the same conclusion, 4 feels only a tiny bit better but is still limited.
thanks. I kinda pick a few different palettes and choose some colors from them making sure they fit well together. But the main ideas were vivid colors with a contrast between purple for the player and green for the baddies.
Thanks a lot for your feedback. Yeah this game needs a bit of balancing (can you tell I barely playtest this ? :P). I actually had the same problem with the boomers just killing the whole room, wanted to tone down friendly fire a bit but it was already too late :/ (another one for the post jam bucket)
wow this is fantastic !!! The base idea is simple, like a rock paper scissors but then the way you expanded it with the different options you can buy is just perfect. The overall look and feel and the music and sounds, everything fits perfectly together. Awesome job !!!
Thanks a lot, and I thought the UI was a bit lacking, glad to hear it's not that bad :D
I had an idea about showing up enemies intent but had to cut corners eventually to finish up in time, I guess I should try to make a post jam version of sort
Thanks a lot for you feedback !!!
I haven't take the time to properly balanced the game unfortunately so you end up with really different difficulty levels randomly for now. And same sounds couldn't make it in time for this jam :/