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прикольно но через несколько минут интерес сразу же пропадает

Спасибо за отзыв! Понимаю, геймплей все таки не супер захватывающий

Очень хорошо продуманы механики, простая но действенная связка, требующая находить баланс в освещении и отстреле врагов. Хорошее решение с тем как пушка следует за курсором. Никаких сложных наворотов - гений в простоте, как говорится. Играть приятно и это главное, что может быть в игре. Хорошая работа!

Спасибо за отзыв! Много играл и пытался решить проблему, что улучшение пушки лучше чем улучшения света) Изначально в мыслях игра должна была быть совсем другой)

Классная задумка, поиграл бы в полную версию такой игры) 

Если только делать игру, с мета прогрессией. Но не уверен, что это популярный жанр) Спасибо, за отзыв!

Going full light damage+speed+aoe with a single point in regen made it trivially easy. But I find the light mechanic interesting and think it could make for an interesting game with some more development.

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I'm glad that you like this light mechanic. I was afraid of making the game too easy or too difficult. It looks like I can't solve it :) Thanks for feedback!

What felt like one of the main issues from a difficulty perspective was that enemies are in a weird middle area. They are too tanky for you to just be able to rely on passive clear with light damage entirely. But there's too many spawning for you to rely on your turret damage. This lead to just taking random unavoidable trickle damage from getting a single hit here and there early. Which would have just lead to a slow death to attrition. But the single point in regen gives significantly more regen than the amount of trickle damage you take. Meaning that the second you get regen, you basically can't die. Thus completely removing any actual difficulty.

Basically it feels like if you want the more tanky enemies, something needs to be done to make them reach you slower/spawn slower. Otherwise turret damage just isn't viable ever. Alternatively if you want it to be more screen clear focused. Like most survivor-likes. Then health would need to be in the area of bullets oneshotting, as long as you upgrade them along with enemy hp scaling, and more enemies. But again, probably slower moving/different pattern ones. If you take that approach you'd need to tune down light damage a lot though. idk, like I said. I like the light mechanic. But it does make for some difficult balancing issues to solve due to just how much screen coverage it gives "for free".

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The theme of the jam was Sensor Adaptation. And in the beginning I had it that cannon improvements give much more than light improvements. So I added enemies damage from light, if he is on the light and damage under the cursor. The fourth kind of enemies, which rotates around the centre and improvement on the regen XP I added already 2 hours before the end of the jam. I didn't have time to make the balance properly) Thanks for the detailed feedback!

 This is cool, I like the style, I found the game very difficult I couldn't stay alive for very long,

nice :)

Thanks for your feedback! Monster's HP and spawn time depends on dark percentage. I'll fix dificulty spike