This update with the explanations is pretty okay, but the fact that I've zero immunity frames when entering, making me lose a heart without being able to avoid it, is still annoying. Many times I've lost a heart due to this alone. Give me immunity frames when I enter a room.
Edit:
Please fix the intrinsic issue, having a double-door for no reason other than to stop backtracking (which you can just do by sealing off all other doors permanently when you choose one) rather than attempting to fix it with programmery. A fix of the initial problem is always a better fix than the fix of the symptom.
The doors don't lock. The only thing that can break it is two rooms spawning on top of each other, which is a separate, larger issue. Most likely time would be the first room of a new floor. We will fix this.
Managed to get Wave 4 of the fourth level. The little triangles need to be a bit more noticeable, maybe have a trail behind them? Or maybe do away with the 'fog' altogether, as it's a bit hard to see anything. Also, dashing into a pickup at just the right time doesn't pick it up, as well as having it follow you out of the room. The orbit effect needs to be buffed, maybe the bullets shouldn't hit the wall or maybe they should collide with enemy bullets?
It would be cool if I had some immunity when entering a room so I don't immediately get rushed by everything and inevitably take a hit.
Additionally, I sure love running into things I cannot see. Take, for example, bullets that are practically invisible when you're focusing on avoiding everything else. Worms that come out of your field of vision and immediately hit you. As well as other things.
Finally, there are some issues with the levels. At times, it may do some softlocks such as:
• Enemies getting stuck in walls,
• Levels closing you in between hallways. I would think there should only need to be one door.
Hi thanks for the feedback. Yep we have already fixed most of those bugs and will be fixing a few other things. I agree entering a room needs to be better and I'll try to make dangerous things more visible. Thanks again for playing and I hope you try the new build in a couple of days.
Hey Thanks for playing and all the great feedback and bug reports. We have just about fixed all those bugs and will be uploading a new build in a few days. I agree about the wall movement and diagonal movement and those are on our to do list.
I noticed the diagonal movement is faster than the vertical/horizontal movement. If that's not intentional, you probably want to normalize the direction vector after adding up the axis.
Suggestion: One thing I noticed, the game runs at a slower framerate when the window is not focused, and what happens is that the sound still plays at a slow pace. Would be nice to pause the game when it's not focused, and wait for the player to click on a button to resume the gameplay.
Bugreport: Sometimes the "snake" enemy "dies" (stops moving), one of its circles becomes basically invincible, stuck there forever. Anyway, the room enemy count checks out and you can go the the next room. After changing rooms, that circle still counts as an enemy, keeping you "locked" in that room, and there's no way for you to go back to kill it. Forced to reload the game. A suggestion would be to force kill enemies out of your room.
Bugreport: Sometimes, when the enemy splits into more enemies, the enemy count goes wrong, and the room unlocks before all enemies are dead. When you kill an enemy after the room is unlocked and proceed to the corridor, you get stuck between the rooms and youre forced to reload the game.
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This update with the explanations is pretty okay, but the fact that I've zero immunity frames when entering, making me lose a heart without being able to avoid it, is still annoying. Many times I've lost a heart due to this alone. Give me immunity frames when I enter a room.
Edit:
Please fix the intrinsic issue, having a double-door for no reason other than to stop backtracking (which you can just do by sealing off all other doors permanently when you choose one) rather than attempting to fix it with programmery. A fix of the initial problem is always a better fix than the fix of the symptom.
Thanks for the feedback. I will fix that.
The doors don't lock. The only thing that can break it is two rooms spawning on top of each other, which is a separate, larger issue. Most likely time would be the first room of a new floor. We will fix this.
Ah, okay. Thanks. That is indeed where it happened, so that checks out.
Managed to get Wave 4 of the fourth level. The little triangles need to be a bit more noticeable, maybe have a trail behind them? Or maybe do away with the 'fog' altogether, as it's a bit hard to see anything. Also, dashing into a pickup at just the right time doesn't pick it up, as well as having it follow you out of the room. The orbit effect needs to be buffed, maybe the bullets shouldn't hit the wall or maybe they should collide with enemy bullets?
Hey thanks for playing and the feedback, I'll take your comments into consideration.
It would be cool if I had some immunity when entering a room so I don't immediately get rushed by everything and inevitably take a hit.
Additionally, I sure love running into things I cannot see. Take, for example, bullets that are practically invisible when you're focusing on avoiding everything else. Worms that come out of your field of vision and immediately hit you. As well as other things.
Finally, there are some issues with the levels. At times, it may do some softlocks such as:
• Enemies getting stuck in walls,
• Levels closing you in between hallways. I would think there should only need to be one door.
• As well as others.
Please fix these issues in the next build.
Hi thanks for the feedback. Yep we have already fixed most of those bugs and will be fixing a few other things.
I agree entering a room needs to be better and I'll try to make dangerous things more visible. Thanks again for playing and I hope you try the new build in a couple of days.
Would be nice to slide by the wall if you're pressing diagonally against it.
Hey Thanks for playing and all the great feedback and bug reports. We have just about fixed all those bugs and will be uploading a new build in a few days. I agree about the wall movement and diagonal movement and those are on our to do list.
I noticed the diagonal movement is faster than the vertical/horizontal movement. If that's not intentional, you probably want to normalize the direction vector after adding up the axis.
Suggestion: One thing I noticed, the game runs at a slower framerate when the window is not focused, and what happens is that the sound still plays at a slow pace. Would be nice to pause the game when it's not focused, and wait for the player to click on a button to resume the gameplay.
Bugreport: Sometimes the "snake" enemy "dies" (stops moving), one of its circles becomes basically invincible, stuck there forever. Anyway, the room enemy count checks out and you can go the the next room. After changing rooms, that circle still counts as an enemy, keeping you "locked" in that room, and there's no way for you to go back to kill it. Forced to reload the game.
A suggestion would be to force kill enemies out of your room.
Bugreport: Sometimes, when the enemy splits into more enemies, the enemy count goes wrong, and the room unlocks before all enemies are dead. When you kill an enemy after the room is unlocked and proceed to the corridor, you get stuck between the rooms and youre forced to reload the game.
Man this is absolutly spectacular! I'm really loving it!
Thank you! Thats really nice, lots more stuff to come.