I played and rated your game! its one of the better ones ive played so far mainly because everything, from audio to animation ,is polished nicely.
Troi
Creator of
Recent community posts
Its a visual mistake on my side, the enemy can be destroyed by moving a shield while its on top of it. this could have been displayed better with pointy ends or arrow-like ends of the arc enemy showing that you need to rotate at the right time, the same could be done for each shield to show in what direction it can be rotated so its less tricky.
Thanks for playing! The white is the current score and the black is the highscore, i didnt want to clutter the screen with text in the same format as the wave counter so i decided to keep it simple, and i absolutely agree with the music, when adding sound it felt kind of empty but i didnt manage to find anything fitting and im not able to make my own music with my lacking sound design skills XD
You are partialy correct, but thats my fault XD. The circular enemy acts how youve described, with the addition that the empty counterpart is where the full circle will appear on the next wave, but were ive made the mistake is the shield enemy, which is also empty but doesnt act the same way, to destroy it you must rotate the shield while the enemy is on top of it. But it makes so much more sense to keep it the way you have described on all enemy types, not just the circles.
I appreciate the style compliment! During the jam i myself felt that the enemies are too difficult to understand from just the visual sprites and i need to work on that. The circular enemy always comes with the empty (outline) counterpart coming from the opposite side, but the only real danger is the full circle, the empty one is just displaying where the full circle will appear the next wave.
Thanks for playing my game, ill check out yours as well! the art style was inspired by Ozone by Benstar! In game dev usualy you want to make the game much easier than what you as the developer can play, but i forgot about that when balancing XD but if i do continue developing i will consider making difficulty scaling over time so that further waves are harder instead of all waves being the same difficulty.
Very fun and visualy pleasing! One problem i have is that on some larger levels dying to a simple jump just before reaching the end is very annoying and i would recommend adding an option for persistant levels wherever thats possible, so that unless the player manualy resets the level the enviornment stays the same after death.