Haha, yeah! i do plan on giving a way to sustain/regenerate health over time… though i haven’t decided on how (innate regen, drops, certain enemy rewards, etc…)
I would say the same for “energy” ones (I don’t know what term you have in mind for the blue bar so I’m just assuming) but since it does recharge fairly quick I’m not sure it’s really required. It also doesn’t look like you wanted people to just spam attacks.
Mmhm! I tried several different sets of numbers, but basically i want the jaunt to be readily available - hence, the quick regen (it’s even faster if you stay still/ use shift to walk!). I just want it to be limited in a way - players cant just jaunt across the map willy-nilly and has to recharge every now and then.
How does the enemy spawning works? Is it random enemy type every x seconds? Does it scale over time? And just curious, what is your high score on it? Because I played only a few times and don’t think I got past the 500 mark, maybe I’m a scrub. (DAMN YOU YELLOW TRIANGLES) :P
Enemy spawn is one thing that i gotta decide on and change soon - currently there are several spawners that spawn each type of enemy - they start at a set time, and spawn at individual intervals (this gets faster over time). Hunters (red things) also has an additional ‘boss’ spawners which spawn like 5+ at a time, with longer cooldown,
I reached like 800, though i’m not sure... I might’ve changed some numbers since then. I’ll see how i fare in the latest version later xD
It also felt a little weird playing a game without sound although I imagine finding good resources or making your own would take more time than you might actually have right now. And I’d think it’s better to have a game without sound than use silly placeholder ones that wouldn’t fit the theme of the game.
Yep yep! Sound is pretty high on the priority to-add list. True though.. I’m ok with using free hit and enemy explosion sound effects, but I’ve had some ideas regarding player/jaunt sounds which might not be as easy to find… Thus, I’m actually gonna see if I can get some help in that regard. Do tell if anyone is interested in helping me out w/ sounds! xD
Something I noticed for the triangles is that whenever they bounce off of a wall their trail seems to jitter some. I didn’t notice the jittery pattern with the enemies themselves but… it looks kind of cool? Was it intended?
Not intended, but can’t be fixed - that’s the behavior of the built-in trail system, haha. Sometimes they also bug out and start to drift along the edge, and i havent got the time to debug that due to difficulty in replicating (and basically lack of time), so it’ll stay that way for quite a while xD
And what are some plans you have for it? It’s coming along well so far. :)
Well, as i’ve mentioned above, for near future it’s better balancing, sounds, and some more basic gameplay improvements (I need to work on a better enemy spawn system). After that I might look into adding some new enemies or bosses - I got a few in mind!
If all goes well, I might actually get to do crazy things i’ve thought of - literal crazy. I’m talking about campaign/level system, currency, permanent upgrades, skills… hahah. Might not fully fit a simple game like this, but we’ll see! it’ll be a while till we reach that anyway.
aanyway, that was a super duper extensive feedback, so thank you so very very much! Gosh, I can’t start to thank you for taking the time to write all that ;;w;;/) I’ll keep doing my best, many thanks for the support!