Fun reversed concept 😆
Exenter
Creator of
Recent community posts
I enjoyed the game! :)
- I like the upgrade system because it brings variety
- I like the art style and music
- I like that you added the dash cooldown as a “headband”
Some things that I found initially confusing:
- The upgrade system wasn’t intuitive for me, e.g. only the first slot is equipped, and the others are just storage (I understood it after reading your description, but it would be nice to make it more apparent in the game)
- It wasn’t clear what all these different icons in the shop mean (perhaps a tooltip would help here?)
- More often than not I misinterpreted the “coins” as enemy bullets and tried to dodge them and run into enemies :P
- I didn’t really notice when I got hit because there is no feedback (sound/visual), just the HP on the bottom-left, but I didn’t look at it when I was busy dodging all the enemies
- It would be nice to regain health somehow
Thanks for your detailed comment. Very interesting take on it.
Did you notice that the money ball damage also gives you money? You’ll receive the “damage money” + extra money. Reducing its damage would also mean that you would receive less of that “damage money”.
On the other hand, increasing the box’s health on impact could be an interesting strategy. 🤔 Not sure if it would be that useful. This way the boxes near the money ball would live longer than the rest, resulting in an empty level which would make the other balls less effective. You might receive more money with the money ball, but less money with all the other balls.
I’ll think about it. :)
Thanks for your suggestions! :)
- Yep, I totally agree with that.
- I experienced the same issue recently and saw it in some of the other comments too. I will work on a fix.
- What do you mean by that exactly? The text like “Damage +1”, “Speed +1” isn’t enough for you? I’m planning to add some “tooltip” feature when hovering over things, e.g. the different ball options top-left. Perhaps I will add something for the upgrades, too.
Hey, I have huge gaps between the tiles. I set the cell size to 2.4 x 1.39 x 1 (as you wrote). I assume I’m using an incorrect “Pixels per Unit” value on the sprites. It’s currently at the default 100. Any hint of what it should be? Setting it to the sprite size of 95 doesn’t help.
Thanks in advance.