Nice walk cycle, I like the bounce to it. Though it'd look much better if the arms were swinging a bit. The music almost made me feel like it should be more of a skipping animation.
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Is it only sinking into the ground when you jump from large heights? If you make the rigidbody2d have continuous collision detection it might solve the problem. (Rigidbody2D -> Collision detection -> Continuous)
Hey, cool concept. It's made very easy though because the bullets will never hit as long as you move in a circle. A few ideas to make it more challenging:
- Random bullet patterns, as opposed to the current firing directly at the player. This would be more bullet-hell like
- Moving obstacles on the outer edge of the circle that force you to change direction
Thanks for the feedback! I agree about the difficulty -- the levels were thrown together fairly quickly, and I probably added in too many health pickups. I didn't want the player to have to pick up all the bullets so I made the bullets return, but I did think about adding in an enemy that would take the bullets you've fired and run out the door.
Alright, I tried the 06 version and that worked just fine.
Cool game, looks like you spent quite a lot of time on the RTS type controls and the unit upgrades. I like the sketchy ui.
My strategy generally ended up being just packing the units in as close as possible and then bumrushing. I would have liked to be able to retract my decision on who to upgrade -- at one point I tried to upgrade the soldiers with helmets, armor, and axes, and there was no option so I had no choice but to skip.
Love all the polish work that went into this. The UI looks fantastic, background parallaxing is a really nice touch. Seems well balanced, though I only made it through a few waves.
I didn't understand at first that I could eat the enemies during the red phase. I think the red phase also might end a bit too abruptly to react in time.
Fun little game, liked the narrative.
My go-to strategy for shooting the enemies was to just run in circles around them while shooting -- it felt a little too clunky to hit them from further away, and they tended to not be able to hit me if I was circling them.
The background music loop was a bit repetitive
Well, I made it through about 10 levels? The ranged enemies tend to be the main thing that kill me because the projectiles are so fast. They also hit you right off the start of the game.
Game closes when I lose, which is a bit annoying if I want to replay
Pretty hard game! I think one thing that would have made it easier is if the buttons showed which buttons they toggle on mouseover (A highlight or something). It was hard to remember which button corresponded to which other buttons, so I tended to just hit buttons randomly until success.
Like the auto combat thing you've got going on, and the game looks pretty good!
The walls tend to obscure the player a lot. My character also somehow ended up trying to attack a guard on the clear other side of the map.
The walking noise is repeating every frame and it's pretty irritating
Visuals and sound were really well done! I wish I got as many followers per game as you do in this game! Also liked the coding minigame, though I would have preferred to be able to just hold buttons down to "type"
I didn't understand the music minigame initially. Because the orange notes caused my combo to go down at the start, I thought I had to avoid them. Does hitting oranges notes with a 10/10 combo give more music progress?
Fun game! Like the intro sequence, the part with the rabbit vomiting carrots made me laugh. Wasn't expecting to be able to climb walls, but it worked pretty well.
The rabbits features are pretty hard to make out because it's constantly moving, and the eyes are only one pixel.
Fun little platformer, though I really wasn't expecting it to be a platformer from the screenshot!
Jumping off the tops of the blue walls seems like it doesn't always work -- the section right at the start where there's a white wall surrounded by blue walls was kind of a pain because of that.
Cool game, liked the pseudo 3d perspective. Liked how the fire spreads.
It's pretty easy to slightly veer off course when you're building ice bridges and waste mana, which causes a restart. The only way I could think to fix that though is either press the cast spell button to place ice, or change the movement system.
The xbox controls were pretty strange -- I would have expected the analog sticks to be used for both movement and camera.
Also felt like the wizards were just a hair too slow for my liking
Love it, especially the visuals. Super clean.
Didn't seem like there was a lot of challenge, would have been cool to have some predators that try and attack your bees.
The icon for the number of bees(?) gets cut off if you're not in fullscreen mode, and it's also hard to see where you're supposed to go in some areas.
Fun little game, liked the animations and simple sprites. Got a little boring after the first 30 or so though, if the game sped up a bit that would be great.
Can't fathom why the game is 70 mb though, that seems absurdly large for something like this.
Really solid visuals, though the UI didn't seem to match up very well with it.
It was hard to tell if the buttons not always staying pressed was a feature or a bug.
Pathfinding seems to work pretty well, but there's not a lot of obstacles you can actually hide behind. I think I also managed to completely halt the enemies somehow.
Definitely button mashed WASD until I got a score of 17/10.
I really like how the text moves around and changes font, though it can be a bit distracting.
I wasn't able to go back to the main menu after the game ended.
Not sure how I managed it, but I ended up walking off the cube entirely during the transition, which made for a very easy run. Things definitely get very finicky during the transition.
Really like the visual effects, though the dark character is hard to see against the dark background/cube.