Awesome concept for a game! Personally managed to get to round 7 twice before getting overwhelmed. If you are planning to add more UI things that can be dragged and used perhaps try the Core hp remaining and round/wave number text that moves up and fades away, they could be like a quick time grab thing. Good job!
What an experience! Enjoyed the storytelling and how both the art and the atmospheric audios complement each other. It was wild with the timer, for some reason I thought that I needed to hack/overwrite to stop the shooting process, not realising that doing nothing was the play. Poor humans, I thought might as well shoot and see what this ending is like XD. I proceed to speed ran the other ending and listen to the music player the remaining 5 minutes lol
Thanks for trying and being the first to beat it! what you called ghost dashing was indeed intended(feature that comes from bug but I decided it should stay hehe). I was honestly debating removing the cooldown completely, instead having the dash be available only once if you don't hit an enemy and do the combo. Yes the way the level currently work isn't perfect per se. The original plan was to have level/stages where the game teaches you the mechanic once at a time(dashing & combo at first level, how to operate and transfer item between stations on second level, how to deal with armored commanders in third, boss who spawns armored commander in the last) but we ran out of time. The level at present is a way to showcase all available mechanic at bare minimum. Now the dash is interesting, I couldn't quite get the mouse motion for dash to not "teleport" at times in the web version(not sure if this is what you mean but I agree dash can be improved).
Thanks for the feedback! The turret will be more satisfying to use(more blasting less crafting) in the future levels :D
Others have mentioned it but the swinging mechanic has been handled masterfully! It feels smooth and is pretty fun to do. I did not realize there was a timer at first but the second time I did it in the nick of time. Level design was great, its a quick fun experience, would love to see more level in the future!
Hey, I like where this is going. How far did you get in implementing them(in case I missed some secret)? I played in the browser and managed to get into the town area(There was no path there but one of the collision is missing on the right side by the sea so I get to see the village arts and the blue slime enemies). I really like them! They are well drawn! I also love all the chill atmospheric music!
The combination of color palette and audio compliments each other, I like the fight against the boss most, It requires a bit of strategizing instead of spam attacking(I actually entered with zero blocks, found that the extra blocks lying around weren't enough for spamming, so I have to pause and decided to drain the boss's blocks, throw them to the confined spaces left and right whenever I'm full of blocks, and land the finishing blow after).
If I have to add about what I personally think would make the game more enjoyable, its that the travel distance between enemies where you just have to move left and right for a while can be reduced but areas where active user actions like the wall jumping(really like that) can be increased!
Overall, nice job!
Gotcha, I'll reduce the cooldown for the dash! Just curious, did you manage to utilize the 1 second window after dashing through the enemy to dash again right away or to turn off and on ghost mode to reset the cooldown entirely? Will add more levels/tutorial once its allowed, enemy spawns shall be more balanced, thx for playing!
Hi, Thanks for trying it out! Entering the turret is the same as entering the miner & the furnace, by clicking E in ghost form. To then shoot, try holding left click with the mouse! It has a build up to max speed and it'll fire so long as there is ammo left in it, once its empty more have to be crafted via the miner and the furnace :)
It took me a bit to notice that the plane flew by it self lol, when the audio and red planes are gone I still keep pressing the button and only noticed moments before the audio clue plays XD. I do find that manual off mode to be pretty cool, the plane moving by it self would make for a good main menu screen background.
I also like the color palette of the game & for quality of live improvement I would like as a player:
- A retry button so that the player won't need to go back to the main menu & have to select the plane again(2 less button to navigate).
- Some sort of way to keep track of how far you have gone/performance like for example score from collectible, distance travelled, or time spent.
Good job on the game! and the trolling too!
It was unfortunate that the final built submitted ended up with bugging the respawn point(green pillar) that leads to a crash. The only way to explore the game the furthest is to avoid interacting with the turned off pillars and levers.
Lesson learned to upload final build earlier next time and to not accidentally let the program use the queue_free() function twice