Comments

Log in with itch.io to leave a comment.

(+1)

I'd love to see more updates to this lol

(+1)

woah thanks for play! I actually picked up the project again on monday and working towards a Steam release soonish xD
Here's some things in the new update:
-New enemies and final boss
-New items and abilities
-Shop to unlock more items
-More difficulty levels
-More rooms to increase level variation
-Short tutorial
-Can choose any starting ability instead of only 3 randomized options
-Detailed descriptions for items to make more informed choices
-Various bug fixes and balance

These changes aren't playable here yet, but I will probably change this to a demo page with limited functionality once I have a new build ready (probs just access to the first couple difficulty levels and cant use the shop for the extra items)

(+1)

exciting!!!! can't wait to see it!

(3 edits) (+1)

acctidentally reset :(

could have beat record

The one thing that really annoys me is that I don't always get teleportation as an option at the beginning, and the only way to reroll seems to be closing the game and opening it. I don't think it's fun when I have to try to get to the hole at the end of the level, and it would be nice if you could just pick from all the powers.

i dont know how to use actives

coming back to this after about a month.

i haven't encountered any game breaking bugs.  i do have an idea for an upgrade: having you compainons take on the effects of your upgrades like tornado or laser.game is still pretty fun sadly i died at level 64. exited to see where else this game goes. sorry for any misspellings i'm a little tired

got more than 2 ideas for next update

add more enemies

add more upgrades

add more variety to rooms like an event room

(-1)

fr this game gets boring when u get to level 20 or so, needs some replayability and that's a good game.

maybe add boss battles or something? because it get's repetetive after 25 levels, well at least for me it gets boring

nice game made it to level 50

(1 edit)

man i love games like this

there were game breaking bugs i encountered 2. the first one a laser ball shoot at me and it wouldn't stop preventing me from moving 2. a friendly was touching an enemy when it stop moving neither got damage i wasen't able to move so i couldn't kill the thing it was touching

Thanks for playing! I think I'm not understanding what the bugs are, did they happen in the video? For the second bug, do you mean it would never go back to your turn? And was it repeating a sound when they were touching?

it would not go to my turn with either bug the friendly was touching an enemy and repeating a noise and not letting me do my turn   for the first for one. the secend one i was getting shot by a constant laser stream and not taking damage it never went to my turn. neither happened on video

we're loving the changes. very chaotic and fun™ now. one issue we are seeing is that on our opponents turn our shield can get ramped up to over 1000 but then when our turn start it jumps down to like 650. whats up with that?

its certain to be in the works but we would at this point also very much like a save game

Thanks for giving it another try! The shields are kinda a more powerful form of healing that doesn't cap, but the downside is that you lose all your shields at the start of your turn (you are probably getting a lot of shields back after it's depleted from Defender/Absorb + stray projectiles). I don't communicate this very well, but I'll probably put it in the item descriptions at least xD

As for saving: that's on my list of things to do tomorrow! >:D
(will not work with web builds though)

So my second run went insanely well Lol.

I almost 1 stroke every single level from 70 to 100.

Using Missile + Nuke is the strategy for this run. 

Also using Chaos to speed up everything to clear the blocks to proc Nuke. The projectiles and the speed of evey entity is making my browser lagging lol.

In this run I chose teleport as my secret ability. With a lots of batteries, it let me teleport tons of times every stroke. So it's so easy for me to clean up every blocks by clicking anywhere to teleport at anytime.

I would say it kinda gets boring for a bit in late game because you don't have to do much control and think of any strategy to beat the level. Having too much items is fun to play at first but not for long. My suggestion is that you can make a new game+ to make player go from level 1 again with new ability or unique items. Also make the enemies stronger and even add different enemies.

One thing I noticed is that it's a bit difficult to tell where the enemy is for me. I feel like it's because enemies have different colors like blue,red or green. Maybe it's better to make every enemy have the same color for at least 70%. Like 70% red, 30% green.

Same thing on player as well, it gets so chaotic at the end I just don't know where I am on the map lol. It's also because I zoom out in every level to teleport. Maybe using a indicator on top of the player with a color that stands out can help. Or give the player a big transparent circle on the background to enhence the visual.

Overall it's a pretty amazing game. Good job :)))

Oh nooo I almost got level 100, I got one shot by a laser ;(

The quality of life changes are really cool, good job !

OMG thats nuts! I don't know how you are even making it that far, sometimes I'm getting killed on level 40 even xD

I took your suggestion for capping the enemy speed, but the players speed remains uncapped. it feels random when you get a lot of stacks of Boost + Targeting, but speed builds are really strong right now and I think that's a reasonable drawback. I had one good run up to level 70 where I was focusing on 
Impact, Targeting (but no boost), Laser, Battery+Reloader (for Cannon), Crit, and Mass for a build focused on precise control that was still viable. 

I had a few more ideas for enemies and your laser enemy idea was pretty similar to what I added. One issue I have is that too many of the enemies feel random even though a handful of them do actually calculate a path to the player. They just get knocked off course by other units, and don't predict when blocks will break. Having the enemy shoot a laser directly at the player kinda helps with the randomness issue but I'm sure didn't feel so great to get one shot by it (sorry!). Do you have any suggestion for improving the new laser enemy? Maybe one shot protection? I was also reluctant to make enemies immobile because it makes items like Knockback and Mass, and Betrayal less effective for them. The tradeoff I made was increasing the mass of the laser enemies by a lot and really slow launch speed

Thanks for the feedback and ideas I really appreciate it! Also, what ability where you running?

Haha I got dethroned rather quickly though ! But competition does not scare me !

I think I started with trying to get as much weight and speed as I could, to get rid of enemies quickly, and then started getting survivability, which I got quite easily as I could kill enemies fast enough to get 3 upgrades almost everytime. At this point it felt like I increased in strength faster than my enemies so it got pretty smoothly, until I got one shot. I got rather early a combination of  stun + lots of projectiles which allowed me to freeze almost everyone I could not kill.

For the laser enemies I think there are a few things to try. First, the main frustrating thing is that you cannot really hide as you don't know where they will be after they move. I would try to make them shoot before moving instead of at the end of their movement. You can also reduce their range so that you cannot be shot by someone you don't see in your screen.

You can also try to make them shoot in a fixed direction instead of directly at the player (in a cross pattern for example ?). If you have a clear indication of where they will shoot, it would give some breathing room for the player and allow him to see which places are safe.

Wooho I broke the record ! 

It went really well until I got randomly one-shot at that point, but I also did so much damage that I maybe got a bit too reckless... But I got so fast that it became really hard to move precisely at some point, maybe capping stats could be good ?

Really cool game ! It feels a bit random sometimes but it's pretty addictive !

I have a suggestion that would imo improve the game, do what you want with it ! Maybe enemies don't need to have the same movement system as the player ? It would allow to make more predictable gameplay, and a bit more strategic. For example, if you add an enemy that does not move, but does damage around him if you end up too close, or enemies that shoot lasers in predictable directions, to force you to be careful with the place where you land. I think there is a lot of diversity to add here.

its fun but clearing the blocks is a pain and really tanks our moves per level. wish we could just kill the baddies and maybe get bonus points for blocks.

Awww man I was excited to see that you played! Having to clear blocks is the biggest part I received feedback on so you no longer have to! There's a new version with a ton of other changes too if you're interested <3

Hi! This has amazing potential, however, from what I have seen, if you can get a three star on the first level, and get the cannon, it off balances the difficulty greatly. Could you try to make it more difficult?

Thanks for play! I did a ton of balance changes and content/QoL updates so I hope you give it another shot :D

Great! I just played it and its getting pretty good! However I think I found a bug, it seems that I dont have to break all the blocks to be able to exit the level after I kill the enemies, could you try to fix that?

Thank you! One of the biggest things people have given me feedback on was that having to destroy all the blocks was too tedious and I agree. You just have to kill enemies now to open the exit and it streamlines the gameplay quite a bit and gives a more straightforward goal. Items like Nuke and Missiles reward players that still want to build around clearing all the blocks

(1 edit)

Ah, understandable, I found it a interesting aspect but if it is too tedious, I get it. I would recommend trying to add every 50 levels a stationary boss that summons minibosses and other enemies, like a fortress in a way! If you dont wanna, I get it, its your game after all!

(1 edit)

very fun satisfying game but i have a few suggestions:
-there should be a way to look at aquired upgrades
-you should have only one ball unlocked, and you unlock others by a currency you get each run (and be able to upgrade them ?)
-more map/room and block types in the future ?
-some kind of challenge mode when you need to beat a level with limited moves
-boss fights ?

Thank you for playing and all the suggestions!
-You can look at the items you have by pressing P (you can't view detailed info on the items yet, but you can also check this menu when you are selecting items)

- I like the idea of having to unlock different balls (and items) but I don't think I have enough variety to warrant it just yet. As for upgrading, I'm reluctant because I think it would make the game easier as you continue to play which messes with the difficulty curve

- hell ya! I made some art for healing, shield and enemy spawning blocks but they haven't made their debut yet xD

- I don't know if you played the earlier version, but this one rewards you a different amount of items based on your number of moves which sounds similar to what you mean I think

- There's a boss level every 5 levels, but there's only 2 so far. The one with a X in the center moves in random directions and shoots projectiles, the one with a green + symbol will try to find you even in other rooms and regenerates a small amount each turn 

I'll be making frequent changes for the next couple of weeks so stay tuned!