I originally got the idea for a modular concentric weapon system because I love the Tiny Planet item in Binding of Isaac.
wileskt
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I don't think it's the web version, it's more that the game is laggy when handling a lot of things with weapons, since each weapon subcomponent is a node with a unique hitbox. We tried to run up against the limits where everything got too laggy and maybe flew a bit too close to the sun.
Right now the node amounts grow multiplicatively with each subsequent layer, but I have some ideas for a rewrite that will allow us to handle arbitrarily large weapons without exploding the time complexity like it does now.
Fun roguelike game. The balancing is off, though. I have a triple click button on my mouse and was using it to spam fire and I was able to beat the shark twice, but a lot of the map seems inaccessible. I do like the gameplay loop of "working" to destroy a door and staving off repairers and meleers and shooters while you're trying to destroy it.
It's not clear what procs the reward screen to me. Autofire rate upgrade doesn't do anything since you can spam click to bypass the fire rate, which is maybe intended, but the hp pool on enemies and environment is too high. Silver bullet scales oppositely with mag size, bloody bullets kill you if you get the upgrade first item (at least make it 9hp so I can try to live on 1hp).
Really fun game at its base, just some numbers need tweaking so that the scaling goes more exponential with the upgrades.
