Glad you liked it! I cant take credit for the art, but I am pleased with the powerups, I knew that if it was an autoshooter i would need some tangible impact and change, and I think the powerups managed that - which was your favourite?
swatt_officer
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1281??? Honestly I'm very impressed you got to that point - in testing i got completely overwhelmed around 700! I wanted it to scale fast so the game wouldnt drag, but also wanted it to not be over within a minute or two.
I had the timers between enemy spawns reducing every time you hit a multiple of 100 points, as well as a small chance to reduce the timer a tiny amount every time an enemy spawned, to have a slow but steady exponential difficulty increase. I knew there would be a break point, seems you found it!
Thanks for playing - glad you enjoyed!
When I decided to keep it super simple, I knew i needed a good variety of ships or it would get stale fast. I did consider having some manual input, maybe on the powerups, but ended up leaving it.
The hitboxes I actually tweaked deliberately - I found that the shots could quite easily slip between some of the formations, and that felt annoying in my playtesting so i made it slightly generous. Might have made them too generous, but i felt that would be better than watching your shots clip past. (Also, the shot can still damage during its explosion, so it has inate piercing :))
Neat concept - sometimes i couldnt place a tile down and there wasnt really any indication of why. Also didnt really seem to be any challenge/difficulty as just placing it all in a clump worked just fine.
I do like the concept, i could see more alien types, more limitations and rules with where to put them to maximise happiness, making a cool full game





Not sure if its just an issue on my end, but the scaling was completely off - what is in the images was all of the screen i could see, i couldnt do anything after clicking Start