This looks really good and plays really well!!! My only gripe is that the movement feels a bit sluggish, but other than that, perfect! Did have a MemoryOutOfBounds exception though, which was a pity, because I was on a roll ... 9:58 in , decent firepower.
Nice! Tried the downloadable, worked as well! Although I have an extra wide screen (3440x1440) and that screws up the layout, on the web version as well btw. And, the achievement "Survived for 5 minutes" did not unlock.
Congrats on your second comment btw :) Keep up the good work!
Nice, widescreen looks perfect now indeed. The 5-minute and 10-minute achievements worked, however, the Dragon one did not. Or is that first (and only) big flying enemy not the dragon? Some other minor things I noticed:
Ninja Star should orbit the player, but it does not, it hovers in the top left-ish.
I think the sawblades should fire in the direction of the closest enemy (or random perhaps), not always just straight up (and down if you have two).
I feel the other drones should move a bit more, they feel quite 'static' currently, although they do their job well.
The sound effects of the dinosaurs are really underwhelming, they could be a bit louder.
I'll probably play a bit more the coming days, didn't lose interest yet ;-)
Oh and haha, thanks for mentioning me on the download page ;-) Not really necessary, but always nice to see yourself mentioned.
Very much open to implementing ideas. And those are very good ideas. I want to write a quick weapon design philosophy under the development and I hope you will get a chance to critique it. Hopefully, tomorrow.
In short, the Sawblade at max is an 8 directional weapon. Same with arrows. While I have 7 other closest enemy weapons. It was mainly a balance decision for different playing styles. Could always add another weapon for you desired effect!
Ninja star could be upgraded to 4 stars, so there would be 4 stars in each corner. I definitely need to balance these weapons, so I’m very appreciative of the effort you put in.
When starting the game, the green text for the Gorilla is directly visible, from the start, so without having triggered any of the three specials.
When I start the desktop version, my GPU and the fans are going in overdrive pretty much directly, it's not that GPU intensive, is it? I think Dying Light 2 might even pull less ;-)
Interesting regarding the GPU usage and fans. I think the issue is because I don’t cap the frame rate and the CPU just runs as fast as it can as the application doesn’t limit it.
I can cap the FPS for sure on the title and there are plenty of optimization tricks I have not implemented.
I did add some options to turn off shadows and remove Post Processing effects. This was intended for various devices and maybe one day a long attempt at mobile.
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This looks really good and plays really well!!! My only gripe is that the movement feels a bit sluggish, but other than that, perfect! Did have a MemoryOutOfBounds exception though, which was a pity, because I was on a roll ... 9:58 in , decent firepower.
Oh no. Thank you for the info! I just uploaded a downloadable demo that can get around WebGL errors until I find the issue.
Sorry about that. My first comment ever! So, happy :)
Nice! Tried the downloadable, worked as well! Although I have an extra wide screen (3440x1440) and that screws up the layout, on the web version as well btw. And, the achievement "Survived for 5 minutes" did not unlock.
Congrats on your second comment btw :) Keep up the good work!
Think I got those issues fixed. Thanks again for taking the time to play my game!!!
Nice, widescreen looks perfect now indeed. The 5-minute and 10-minute achievements worked, however, the Dragon one did not. Or is that first (and only) big flying enemy not the dragon? Some other minor things I noticed:
I'll probably play a bit more the coming days, didn't lose interest yet ;-)
Oh and haha, thanks for mentioning me on the download page ;-) Not really necessary, but always nice to see yourself mentioned.
Very much open to implementing ideas. And those are very good ideas. I want to write a quick weapon design philosophy under the development and I hope you will get a chance to critique it. Hopefully, tomorrow.
In short, the Sawblade at max is an 8 directional weapon. Same with arrows. While I have 7 other closest enemy weapons. It was mainly a balance decision for different playing styles. Could always add another weapon for you desired effect!
Ninja star could be upgraded to 4 stars, so there would be 4 stars in each corner. I definitely need to balance these weapons, so I’m very appreciative of the effort you put in.
I’m going to double check that dragon :)
Two other things I noticed:
Fixed the green text!
Interesting regarding the GPU usage and fans. I think the issue is because I don’t cap the frame rate and the CPU just runs as fast as it can as the application doesn’t limit it.
I can cap the FPS for sure on the title and there are plenty of optimization tricks I have not implemented.
I did add some options to turn off shadows and remove Post Processing effects. This was intended for various devices and maybe one day a long attempt at mobile.