Fair enough, maybe the game is just not for me. A puzzle element would make it more my thing, some level of guessing what you need to type for instance.
swoopie
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It's perfectly ok if you lack the sense of humor, the patience and/or the skill to get through this game and I admit, it's immensely frustrating in some parts, but writing this long post just to express this seems a bit excessive to me.
Ferociter always makes solid games. Arguably this one has a completely different style, but the gameplay is impeccable as always. It's all about training yourself to get used to the controls and the 'unintuitive' hitbox, as you call it.
What do you mean, enemies can fly off-screen? Noone can fly off the top, and everyone can use wrap-around at the side edges. If anything, you have an advantage because you drop in from above when you died.
Edit: Ah yeah, you mean when the viewport is scrolling. That's a bit annoying indeed. Would be nice to have some sort of indicator at the top of the screen as well, similar to the sides.
Ok, I'm not cut out for this, it is indeed friggin' hard. Your game is really well-made and it plays perfectly. The idea is also well thought-through. However, the sheer difficulty and the lack of checkpoints is really putting me off. Everytime I made it through a pixel-perfect jump I felt happy, but then having to do it again and again and again feels unnecessarily frustrating.
But, anyway, well done on the game itself!
Ugh and only now I read that you explicitly have to press the 'save' button to really save progress ... damnit. Ah well, will have to live without beating the last boss then :-(
Btw, even though it was a frustrating game for me, still like it, it did feel like an accomplishment beating bosses and levels. So, I think the balance is quite good. Nicely done!
Hehe, nice idea. Do have some remarks:
- Timing is off now and then, I just blazed through the levels while you were still talking.
- Double jump thing worked, but I got three blue chips in the end, I think, and I got double jump, triple jump and antigrav jump
- In the last level I could stand antigrave on the moving wall and it pulled me inward through the red block towards the door.
- Also, the spikes don't work after the level you 'fixed' them. In that level I could also just run towards the door before you fixed the spikes.
- Maybe it's a nice touch to say "Oh no, no cheating" and transport the user back
Agree with some, it's a nice concept and looks nice, but the combination of controls makes it unnecessary hard to play, together with the really slow progression money-wise.
It's also hard to keep an eye on the screen and carefully pushing the upgrade buttons at the same time. My suggestions:
- Implement autofire, that's pretty much what you do anyway
- Pause the game when buying upgrades, or alternatively be able to upgrade with a keypress (1 through 6) so you don't have to look for the right button to press
- Make it worthwhile to actually kill enemies (money?) instead of only do it to clear the screen
- Random upgrade or health drops
- Prevent enemies from appearing right on top of the player
Quality of life / bug:
- You can easily get stuck between enemies and the barrier, perhaps make you unhittable for a few seconds whenever you get hit so you can escape through enemies?