+1 for Linux! :)
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No problem. It isn't that hard actually (well, it can be, tho :D), you just need to go with 1 step at a time. If you used a random number generator before in your games, than you already have some experience. :)
Yeah, I had an interesting love/hate relationship with this project... :)
I loved it, because I could put in all my crazy/weird ideas, so in a sense it was a sandbox to try out new things (my favourite was the slow motion :D), but on the other hand I hated it so much, because there were parts, that I just couldn't make work (online multiplayer for example). My biggest mistake was, that I wanted to make everything alone, which wasn't a very good idea, it caused burnout, and I couldn't even work on other projects at all for months... so, yeah, I think I made a good decision, to stop this madness... :D
I already have an idea for a game with these characters, but it will be in a different genre, and it will be a 1000% single player, for the sake of my mental health! XD
It was my first jam game, so this is a special one for me. :)
I had a lot of ideas, that I couldn't execute that time, because of my lack of knowledge, but I did a lot of research since that (procedural dungeons, character customization, inventory, shaders, etc). I'm so excited to continue working on (well, actually, to reboot) this game.
The new effects are cool! You should also add them to the weapon and health pickups.
One other thing that would be cool to add "directional" shooting for the default weapon. So, like in Contra, you could shoot in 45 degrees and upwards as well, not just straight ahead.
See you at the jam, and good luck! :)
Oh cool, the new jumping mechanic feels much better! The limited ammo is a good addition too, now I can't just shoot at everything... :D
One thing that is a bit weird for me, when the enemies got hit they blink in green, which is a bit hard to notice, I would go with the classic red or white, but it might be just my personal preference. :)
Yeah, the game isn't very polished yet (because of the time limit), but I already have many ideas for further development, and I also got a ton of feedback from other jammers, so I definitely make an updated version! :)
Nice, I'm ready for a long journey again watching your game shaping up! :D
I forgot to ask: how did you made that "bullet" that's zig-zagging up and down? Did you used an AnimationPlayer for that?
Oh, a new game, cool! :D
I really like the graphics, and the inclusion of different weapons. Reminds me of Contra from Nintendo. Which is a big plus! :D
The only thing I don't like, is the jumping, it doesn't feel very responsive. I recommend to check out this video:
Yes, you are starting on the number 1. What do you mean exactly by nothing happened?
In the game you are supposed to wait until the screen gets dark and after that you can use the arrow keys to move (up/down/right).
Did you used the web version or the desktop ones? If you are using the web version it's possible that you need to click inside the play area first, because some browsers didn't catch the game window by default.
It is still keep getting better somehow, good job!
I like the new level, but maybe you could make it unlockable, and give them fancy names instead of Level 01 and 02.
(I'm only 2 weeks late this time, yay! :D)
Thanks, still trying, where is the end of the level? xD
It doesn't feel cluttered for me, but it's up to you! :)
As for the Android build, if you have controller support on desktop it works the same on Android. I'm not sure about iOS, but it should work as well.
And, I know not many people have controllers, so you can use the TouchScreenButton node. It's very powerful - but a bit different from the regular Button node.
Oh, very cool!
I couldn't win yet, but I have a new highscore (6490) and 5x combo! :D
The ingame GUI looks very nice, just the right amount of info, and everything is at a glance. It really feels polished now, I can't think of anything to add to it... so... just make an Android port! :D