Love the game! I was just curious about the "Eye is immune to fire" and "Eye is immune to ice." I originally thought they had to do with the appearance of element-attribute upgrades? I don't really know what they do though....
Yeah, thanks for the update. I've been stuck trying to solve the issue of new builds wiping old progress. Want to get that right before I update anything else. Hopefully will be fixed soon!
So I actually started a little collective of developers (Tiny Mass Games, https://tinymassgames.itch.io/) who are attempting to release a batch of games every quarter this year. This was the game for q1. My plan is, after the year, I'll see which game(s) had the most interest, and then develop that further.
This game certainly seems to have gained some traction, much more than I was expecting, so it's a good contender for a more complete development cycle. Of course if a publisher comes along and says they'd like to fund this project, I would definitely do that.
Absolutely love it, the graphics are clean and very nice to look at, and the ambience is great :D (especially love the shotgun sfx lol, so much oomph)
It has great replayability, and the enhancements are funny while still being a goal to work towards of sorts :P
I do really enjoy the amount of strategy in this, both in picking upgrades for immediate use, and effectively investing in upgrade branches for later. The enemy buffing is also super interesting (the skull rating is so helpful) Also I like that the player is heavily encouraged to go and scavenge, it really adds to the tenseness of the gameplay!
My only constructive criticism is that sometimes the upgrade orb things can spawn quite far from the tower, and often I don't even realise they're there as a result, even with all my 'running' around D:
sidenote: can an eyeball even run???
Oh and the 'be not afraid' bit is honestly really cool, I really love the design of the 'unnameable beast' hehe, and the fact that you can't kill it, just evade, adds a fun and unusual challenge (usually resulting in me getting my butt kicked but hey what can you do :P)
In short: awesome game :D And thiiiiiis is a very long comment, oops :v
Truly the greatest game of all time, the key lies within the shotgun and thumper. Just get more RoF, maybe a rifle(I had it, pretty good with explosions) but try not to get boomers. Though I think I got too many blobs, the blobs were mainly my only problem because I was only picking increase enemy health by x%
I sadly didn't get to use those points because I turned off my computer after, I didn't really know what they did until I went into the improvements section.
followup: the nuke cannot kill the [redacted]. the cycle cannot be broken. the holy [CEASE AND DESIST] presence burns all who gaze on it. it is immortal. you cannot win. H̶̭̪̹̔̽̿̾͆́̽E̵͎̓̀͘ͅL̶͇̾̆P̸̠̦̟̖̌̍̓́̑͘ ̷̢͈̉̔̄I̶̢͚̻̪͚̲̰͆͌̈̏͂̓ ̶̢͎͕̭͂̋Ċ̸̦̖͌̅̿Ǎ̸̠͚̞̣N̴̘̭̪̮̚'̸͉͈̫̖̇̈́T̷͔̟̔̅̄́̋̀ ̷̨̤͔͊̏L̶̢̊̚̚E̷̦̰̥͔̠̩͊͛̉͊̿͗̂A̸̟̠̜̐͒̂͑͒̽͘ the materialistic urge to build your fortress, to infinitely get stronger as you collect the [??#!#!$], to resist entropy and the [redacted] is pointless. all will be forgotten. all will be forgotten. heed my warning, and do not proceed. for the void will take my Ẃ̷̲̼̺͕Ï̵̮̞̲͊́̇͂͘L̴͓͒L̷̞̃̄͆̏̎͆̐ and consume it. leave me behind. Į̴͉̹͇̹̄̈͌̀̌͂ ̵̮̖̤̭͆̆̿̈́̇̿̃N̶̡̡̗̙͋Ê̵̮̬̞̭͙̗Ĕ̸̡̢̥̦̺̥̜̾D̸͚̭͎͈̞̀͑͂̍͐́̕ ̴̞̕T̸̨̟͈͔͗̆͋̃̓͜͜͝Ò̸͍̖̠͍̙̇ ̴͕̫̙̮̪͕̓R̸̬̊̈́E̷̬̱͖̬͓̘̠͆̽̄̇͌S̵̺̽͒̔̇̆Ȉ̴͍̳͌̈́S̴̥͍͖͍̈͒̚͜T̴̼̲̺̪͚̜̀͆̔̄̃̿͝ YOU ARE NOT DIFFERENT UNDER THE EYES OF [redacted]. ALL WILL BECOME [god's dog or dog's god?] UNDER HIM. Ḧ̴̙̣́̎̈́E̵͕̔̒̅'̴̭̙̭͂̇̉͝S̶̗͆̐̀͒̆͂ ̷̠͚̩̤̘̭͂̀̐͜C̶̡̨̘̈Ơ̸̡͚̮̥͘͘M̶̨̢̝̼̩͙̦̔̀͐̆̚͘͝I̸͎̹̬̍̈̀N̵̼̞̟̈́G̸̗͌̈́ ̶̛̰̝̲͎̇F̷̮̾̔̾̓͆O̶̢̟̣̥͙̲͊͠͝͝͝R̸̛͚̐̀͐͂̾͊ ̸̮̳̻͇̫̲̜͒̊͛̕M̵̨͍͆̽́̌Ę̸̧̼͎̖̮͛̃̌̀́͜͝͝ ̵͕̈́̽I̸̘̩̱͎͋̽͝ͅ ̴̜͓͉̩͙͖̄̃̋͛̋͒̌C̶̫̮̘̰͒̀̉̀̑Á̸̡̐̆͑̑N̷̦̅̄̽͂͝ͅ ̸͚̙̊̌̚͘S̸̭͍̯͒̊͝͝Ę̵̬̯̜̙̜̈́̆͑͆͒͠E̵͎̝͙̓̀̇ ̷͉̍͌̑̑̅̂͝T̷̼̥͚͎̱̘̏͒H̵͓̐͋͂͝Ȅ̶͉̥̅̎͛̆̔̓ ̸̨̡͙͈̦͓̇̀̍̋͆L̷̩̥͕̞̹̩̻̄̀Ḯ̸̱͍̜͚͂͜Ê̴͉̥̮̬̠̲͊͗̓̓͌̕S̴͕̙͓͉̊͆̐͒͠ ̶̹̻͎̔̈́̃̚ͅM̷̠͚͚̂͊͒͋͋̃͝Ę̸̘͇͎̩̙͙̈́̒L̴̙̂̆͘T̵̟̤̖̯̗͓̈́̄͐̍LEAVE LEAVE LEAVE LEAV-
what was i saying? anyways, i'm almost done maxing out the improvements! now that i mention it, i don't completely know how or why i started doing it, though. but you should play too! it's pretty fun :>
With the bombers ability to cause a chain reaction removed, you can't really snipe from far away and then walk over and get exp. That mostly leaves builds that turtle up and let all exp come to the tower as the most viable option, unless I'm missing something.
When it comes to gameplay loops for different builds, what does the happy medium that you envision look like?
Yeah, it's a tough balance. I think the ideal case is that there is enough reward for leaving the tower, that you are willing to take the risk. The best moments for me are when you are pushing your luck to see if you can just get the treasure opened in time before getting back to defend the tower. Finding ways to encourage that type of player behavior (and discourage turtling) are high on my list of todos.
I think a big part is just that you eventually just become invincible and staying at the tower is the winning move. Open to have suggestions if you have any!
First, the powerup isn't exactly the most helpful. Secondly, the grenade launcher and thumper are more late game items, as if you take them during the beginning you won't have enough consistent firepower. Also, the grenade launcher needs to be upgraded quite a bit and you also need to purchase some immunity before it stops being dead weight. And the thumper is quite helpful, but not exactly necessary
Great game. No end yet eh? did a few loops.
411 upgrades | 121 skull level | 38 waves
I even tried to nuke the final boss but didn't kill him.
Only tip for newcomers: An item spawns in the corner of each run. Find it before the first wave.
I'll definitely consider it! FWIW, there are 2 pickup radius upgrades and 2 attract pickup upgrades right now. They are unlocked by other upgrades though (I admit this is currently super unclear!)
Well, I mean they are rectangles that get bigger, and once they get to a certain size, they unlock other embiggening rectangles. I'd hardly call that nothing.
I totally agree with you. I struggle with finding the right balance. I love a good cryptic game where I'm forced to figure it out, but it's not for everyone. Glad you chimed in to remind me that we exist :)
Really fun game, I like the art style and the game play is very addictive. I am excited to where this goes and what upgrades get added as Development progresses
strong Build: shotgun (angle upgrade), spark (freez), thumper (fire), gatling gun (x2 RoF), get attraction upgrades and give the enemy no bombers and only hp ups (i recomend for later to forgo blobs aswell, as shotgun prios weirdos and tankers, and bc they have a tendency to stay outside of shotgun range by simply multiplying at the egde)
btw bc of max gatling gun you basicly take no damage
things i noticed with this infinit build:
Projectile weapons have longer range on lower frames (at least 2 times if not more), and have higher piercing (spark normaly has piercing, just not infinite, but with this bug it can go through infinite enemys)
The "x2 all enemys" card only aplies once (ether that or my weirds are weird) (i read in the patchnots that the overall scaling of damage, health and speed worked the same way at some point, so probably do the same with this)
let the shotgun target "closesed Target" and not "strongest Target", i didnt get shotgun for Hulks or weirds but for Blobs first and formost (or set blobs as the strongest for shotgun)
the blob multiplication is so anoying: why spawn 2 blobballs (distance not objects) further away from the gun, wenn you can spawn directly beside or at most half a blobball away (other fix would be to slow the multiplication of blobs down the longer the round goes (something like "after (30+5 (per prior wave)) sec stop producing blobballs")
the infinit scaling enemy cards (health, speed, damage) should get a "and 25% of the other 2" for at least the higher levels, as scaling health with this build lets you tank a blob for 15 sec strait while you pickup anything, as long as you dont have the tower active (i mean if you did, the blob couldnt hurt you), as well as let you tank the angel (more heal then dps)
Wow! Really really appreciate such thorough feedback. I'll change the shotgun targetting, you're definitely right that it should target closest. Only rifle and laser should prioritize anything but proximity.
I also really like the idea of enemy powerups adjust some additional % of other enemy stats. Will definitely implement this.
Thanks for the game! I have almost filled the void. Well, one of them, anyway.
Feels like it needs more upgrades at the start, and less later on - took me a dozen runs to beat the boss, and on that try I lasted through another half-dozen or so wave sets before I added boomers and was blown away.
You're so welcome! I agree about the overall difficulty ramp isn't quite right just yet, though if an experienced player made halfway through the second loop, that might be sort of close? Anyway, thanks for the thoughtful feedback!
By wave sets I mean I passed the boss again - full cycles. Though thinking about the boss specifically it might have been more like another three times?
i think maybe another option like freezing/burning would be a good option (though i don't know what that could be). i also noticed that rerolling the buffs for enemies (like the increase in speed, health, and damage) never changed anything since there were only 3 options. hope that helped!!
A lot of roguelike bullet heaven games like this have sort of drone/constructor builds and/or weapons, like the weirdo has. I think that would be fun to add. Then the enemies could have something else to target other than you.
Maybe they could fight and swarm enemies. They could either bash into/shoot enemies and do a lot of damage, or be a distraction, moving quickly around the enemies to take pressure off of you.
You could go a different direction and they could be a support, an alternative to gems getting sucked towards you. They could go out and grab gems and bring them towards either you or the tower.
So many different ways to take them, that's why I love them.
Yeah, escape is supposed to work, but if you're in webgl fullscreen, that sorta 'eats' the button event and takes you out of fullscreen, which feels broken. I'm gonna add in a dedicated onscreen button today.
Thanks! Yeah, I'm in the middle of a big balance overhaul. I was worried it would be too hard for people originally, but I was clearly wrong :D. Next update should be more challenging!
Yeah, I was to get to a point on my third try where I couldn't die, unless I blatantly tried too. But, you have made an excellent game and I have had a blast playing it.
so glad to hear it! I just pushed an update that should hopefully make it a lot harder to become unbeatable. I wonder if you'll still be able to last indefinitely? Happy to hear you had a good time with it!!
None of the powerups have been removed. However, some powerups are unlocked by getting other powerups, so the one you are talking about might be deeper into a particular powerup 'tree'.
You should make Enemies stats upgrages multiplicatives because right now the biggest problem making infinite run possible is that enemies stats are aditives and so someone can always take "movement speed increase" and the ennemies will stay as cannon-feeders doing no damage all the run . Making stats upgrades for enemies multiplicatives would prevent players from always taking the same upgrade and greatly augment the difficulty increase in late-game.
Yeah, you're totally right. Currently they are a percentage increase of the base value, (base * (upgrade1 + upgrade2 + upgrade3 + upgrade_n)) but I think instead they should be cumulative (base * upgrade1 * upgrade2 * upgrade 3 * upgrade_n). This may require a lot of other balance tweaks to make it feel right again though.
Really appreciate the thoughtful feedback! I'll post a devlog once I've made this adjustment.
I really like a combo of fire thumper, ice grenade launcher, speed knockback machine gun, and shotgun. the thumper basically just annihilates blobs (its also op), the grenade launcher... decimates everything, the machine gun is for when things get too close for comfort and the shotgun is for dealing with hulks. also boomers are op >:)
Yeah, thumper plus short range weapons is a really solid combo. And boomers are definitely OP, plus they are currently bugged and their explosions do no damage to the player! I just reworked them, so expect them to be much more challenging in the next build :)
Game is fun. Made it to wave 100 by only choosing to allow normies and blobs as enemies, taking the sprinkler, grenade launcher, and shotgun, and only giving the enemies damage upgrades. This led to the fire left by grenades instantly killing any enemy who touched it, which, in combination with some fire rate increases and enemy speed decreases, rendered the set-up unkillable. I could have continued, but there seems to be no end so I stopped. In the comments I see you have already realized you may need to address unkillable states via boomers; I thought you may find it helpful to know there are other unkillable states as well.
Glad you liked it! There's definitely a lot of balancing to do, and boomers are definitely a major issue. They are getting an overhaul and they will be much more of a challenge in the next build. Really appreciate the thoughtful feedback!
I made it to round 40 (I'm assuming thats what the red number is) Losing is no where in sight, I am too strong. Pretty cool game. Took me a couple of runs to get to this point so it was a fun learning curve.
At some point I had enough firepower to kill enemies relatively quickly and enough Boomers to string explosions together. Made me pretty much invincible, up until the point that my one year old PC started having trouble (light jittering) with the amount of enemies on screen. Perhaps also due to the "every enemy spawns a copy" powerdown I triggered ;-)
Yeah. Boomers definitely need to be rethought. The chain explosions are fun, but definitely OP. Not totally surprised your computer is struggling, I haven't done as much optimization as I'd like just yet.
“Oh, this is pretty good”
I really liked the way we need to defend the thing in the middle (and ourselves too), and the upgrades when I level up. Some of the monsters seem to have a simple design but the “BE NOT AFRAID” one is scary and cool.
I will keep playing this game until I find the perfect set of weapons to be chill later in the game.
I suppose it depends on how much Validation From Your Peers impacts your ability to play the game. But do they impact stats? No. The metaprogression was inside you the whole time!
Really nice game!!! Really tight, quite a good concept and audio and visual are really good. I think I'm in sort of endless mode now though ... not sure what to do with the boss. I'm not afraid, but I don't know what to do either. Also came across a visual glitch, I think. See screenshot. The black wall. Only appeared in perspective when I moved completely down the playing field.
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Love the game! I was just curious about the "Eye is immune to fire" and "Eye is immune to ice." I originally thought they had to do with the appearance of element-attribute upgrades? I don't really know what they do though....
This really only does anything if you have the appropriate grenade launcher upgrades, as nothing else is capable of applying ice or fire to Eye.
Did anyone else pick up the nuke power-up and then just lose the game?
Ugh :( This is a bug. Really sorry about that! Will have an update out hopefully tonight to fix it.
could you make an upgrade tree, so I can see what the upgrades do? (also, I totally thought the nuke was intentional lol)
Lol same ngl.
Huh, interesting. Maybe I need to introduce mimics :)
W idea. That would be so annoying...
I love it.
Also is it just me or is the sprinkler and rifle the same thing.
as long as they don't insta kill, only deal damage
How did that bug sneak past anyways? Did no one ever actually test the nuke? Sounds like an interesting story at the least
Bug is still there
Yeah, thanks for the update. I've been stuck trying to solve the issue of new builds wiping old progress. Want to get that right before I update anything else. Hopefully will be fixed soon!
Will you release the game on Steam? Maybe EA for now?
So I actually started a little collective of developers (Tiny Mass Games, https://tinymassgames.itch.io/) who are attempting to release a batch of games every quarter this year. This was the game for q1. My plan is, after the year, I'll see which game(s) had the most interest, and then develop that further.
This game certainly seems to have gained some traction, much more than I was expecting, so it's a good contender for a more complete development cycle. Of course if a publisher comes along and says they'd like to fund this project, I would definitely do that.
Absolutely love it, the graphics are clean and very nice to look at, and the ambience is great :D (especially love the shotgun sfx lol, so much oomph)
It has great replayability, and the enhancements are funny while still being a goal to work towards of sorts :P
I do really enjoy the amount of strategy in this, both in picking upgrades for immediate use, and effectively investing in upgrade branches for later. The enemy buffing is also super interesting (the skull rating is so helpful) Also I like that the player is heavily encouraged to go and scavenge, it really adds to the tenseness of the gameplay!
My only constructive criticism is that sometimes the upgrade orb things can spawn quite far from the tower, and often I don't even realise they're there as a result, even with all my 'running' around D:
sidenote: can an eyeball even run???Oh and the 'be not afraid' bit is honestly really cool, I really love the design of the 'unnameable beast' hehe, and the fact that you can't kill it, just evade, adds a fun and unusual challenge (usually resulting in me getting my butt kicked but hey what can you do :P)
In short: awesome game :D And thiiiiiis is a very long comment, oops :v
Thank you so much, I'm so glad you enjoyed it! I really appreciate the thoughtful comment. Was a lovely way to start the day :)
Here's a hint, you don't dodge the beams, since they can't be damage boosted, you can always tank all the beams at full health
Truly the greatest game of all time, the key lies within the shotgun and thumper. Just get more RoF, maybe a rifle(I had it, pretty good with explosions) but try not to get boomers. Though I think I got too many blobs, the blobs were mainly my only problem because I was only picking increase enemy health by x%
> Truly the greatest game of all time
This is going into my pitch deck :) I'm so glad you liked it!
I sadly didn't get to use those points because I turned off my computer after, I didn't really know what they did until I went into the improvements section.
yeah this is really fun, no clue how to take out the boomers though
You just damage it a bunch
followup: the nuke cannot kill the [redacted]. the cycle cannot be broken. the holy [CEASE AND DESIST] presence burns all who gaze on it. it is immortal. you cannot win. H̶̭̪̹̔̽̿̾͆́̽E̵͎̓̀͘ͅL̶͇̾̆P̸̠̦̟̖̌̍̓́̑͘ ̷̢͈̉̔̄I̶̢͚̻̪͚̲̰͆͌̈̏͂̓ ̶̢͎͕̭͂̋Ċ̸̦̖͌̅̿Ǎ̸̠͚̞̣N̴̘̭̪̮̚'̸͉͈̫̖̇̈́T̷͔̟̔̅̄́̋̀ ̷̨̤͔͊̏L̶̢̊̚̚E̷̦̰̥͔̠̩͊͛̉͊̿͗̂A̸̟̠̜̐͒̂͑͒̽͘ the materialistic urge to build your fortress, to infinitely get stronger as you collect the [??#!#!$], to resist entropy and the [redacted] is pointless. all will be forgotten. all will be forgotten. heed my warning, and do not proceed. for the void will take my Ẃ̷̲̼̺͕Ï̵̮̞̲͊́̇͂͘L̴͓͒L̷̞̃̄͆̏̎͆̐ and consume it. leave me behind. Į̴͉̹͇̹̄̈͌̀̌͂ ̵̮̖̤̭͆̆̿̈́̇̿̃N̶̡̡̗̙͋Ê̵̮̬̞̭͙̗Ĕ̸̡̢̥̦̺̥̜̾D̸͚̭͎͈̞̀͑͂̍͐́̕ ̴̞̕T̸̨̟͈͔͗̆͋̃̓͜͜͝Ò̸͍̖̠͍̙̇ ̴͕̫̙̮̪͕̓R̸̬̊̈́E̷̬̱͖̬͓̘̠͆̽̄̇͌S̵̺̽͒̔̇̆Ȉ̴͍̳͌̈́S̴̥͍͖͍̈͒̚͜T̴̼̲̺̪͚̜̀͆̔̄̃̿͝ YOU ARE NOT DIFFERENT UNDER THE EYES OF [redacted]. ALL WILL BECOME [god's dog or dog's god?] UNDER HIM. Ḧ̴̙̣́̎̈́E̵͕̔̒̅'̴̭̙̭͂̇̉͝S̶̗͆̐̀͒̆͂ ̷̠͚̩̤̘̭͂̀̐͜C̶̡̨̘̈Ơ̸̡͚̮̥͘͘M̶̨̢̝̼̩͙̦̔̀͐̆̚͘͝I̸͎̹̬̍̈̀N̵̼̞̟̈́G̸̗͌̈́ ̶̛̰̝̲͎̇F̷̮̾̔̾̓͆O̶̢̟̣̥͙̲͊͠͝͝͝R̸̛͚̐̀͐͂̾͊ ̸̮̳̻͇̫̲̜͒̊͛̕M̵̨͍͆̽́̌Ę̸̧̼͎̖̮͛̃̌̀́͜͝͝ ̵͕̈́̽I̸̘̩̱͎͋̽͝ͅ ̴̜͓͉̩͙͖̄̃̋͛̋͒̌C̶̫̮̘̰͒̀̉̀̑Á̸̡̐̆͑̑N̷̦̅̄̽͂͝ͅ ̸͚̙̊̌̚͘S̸̭͍̯͒̊͝͝Ę̵̬̯̜̙̜̈́̆͑͆͒͠E̵͎̝͙̓̀̇ ̷͉̍͌̑̑̅̂͝T̷̼̥͚͎̱̘̏͒H̵͓̐͋͂͝Ȅ̶͉̥̅̎͛̆̔̓ ̸̨̡͙͈̦͓̇̀̍̋͆L̷̩̥͕̞̹̩̻̄̀Ḯ̸̱͍̜͚͂͜Ê̴͉̥̮̬̠̲͊͗̓̓͌̕S̴͕̙͓͉̊͆̐͒͠ ̶̹̻͎̔̈́̃̚ͅM̷̠͚͚̂͊͒͋͋̃͝Ę̸̘͇͎̩̙͙̈́̒L̴̙̂̆͘T̵̟̤̖̯̗͓̈́̄͐̍ LEAVE LEAVE LEAVE LEAV-
what was i saying? anyways, i'm almost done maxing out the improvements! now that i mention it, i don't completely know how or why i started doing it, though. but you should play too! it's pretty fun :>
Blesséd are the improvements.
Great Game! But nailbiting hard ^
Glad you're enjoying it
this game is incredibly difficult and i love it.
edit: what are the improvements for? idk what they do but they're very funny
The improvements allow you to push buttons and see meters fill up. See if you can fill the void inside you!
"Be Not Afraid" Excuse me????? What else am I supposed to be, happy?!??!?!!?!? I am VERY afraid after what I saw!!!!!! >:(
Oh no... you didn't... you didn't look at it, did you?
...Maybe....?
I'm afraid memory loss is one of the side effects. I'm so sorry.
and thumper...........
and the fire rate upgrade for the minigun.............
and the boomers............
You can reply to your own comment instead of making three seperate ones you boomer
Im a minor idiot.
"I'm a minor idiot" 🤓
oh and nuke sucks
ok i think that when the dev updates the game it resets all your data but idk if its just with me ooorrrrrrr.........
With the bombers ability to cause a chain reaction removed, you can't really snipe from far away and then walk over and get exp. That mostly leaves builds that turtle up and let all exp come to the tower as the most viable option, unless I'm missing something.
When it comes to gameplay loops for different builds, what does the happy medium that you envision look like?
Yeah, it's a tough balance. I think the ideal case is that there is enough reward for leaving the tower, that you are willing to take the risk. The best moments for me are when you are pushing your luck to see if you can just get the treasure opened in time before getting back to defend the tower. Finding ways to encourage that type of player behavior (and discourage turtling) are high on my list of todos.
I think a big part is just that you eventually just become invincible and staying at the tower is the winning move. Open to have suggestions if you have any!
i really liked this game! the grenade launcher and thumper definitely felt overpowered, though.
how do i beat the boss? do i have to use the "powerup" that kills everything?
i also found the parody of the metaprogression improvements hilarious. (yes, filling the void does make me happy)
First, the powerup isn't exactly the most helpful. Secondly, the grenade launcher and thumper are more late game items, as if you take them during the beginning you won't have enough consistent firepower. Also, the grenade launcher needs to be upgraded quite a bit and you also need to purchase some immunity before it stops being dead weight. And the thumper is quite helpful, but not exactly necessary
Great game. No end yet eh? did a few loops.
411 upgrades | 121 skull level | 38 waves
I even tried to nuke the final boss but didn't kill him. Only tip for newcomers: An item spawns in the corner of each run. Find it before the first wave.
Im loving this and I havent even loaded into the play screen, UI is so clean
<3 Thanks!
could more pickup range upgrades be added? it gets kinda annoying to pick stuff up
I'll definitely consider it! FWIW, there are 2 pickup radius upgrades and 2 attract pickup upgrades right now. They are unlocked by other upgrades though (I admit this is currently super unclear!)
yeah, I wish it was explained a bit better (and do the meta progression things really do nothing?)
Well, I mean they are rectangles that get bigger, and once they get to a certain size, they unlock other embiggening rectangles. I'd hardly call that nothing.
true
But it becomes quite clear through playing the game, which is the best way to learn anyways
I totally agree with you. I struggle with finding the right balance. I love a good cryptic game where I'm forced to figure it out, but it's not for everyone. Glad you chimed in to remind me that we exist :)
Really fun game, I like the art style and the game play is very addictive. I am excited to where this goes and what upgrades get added as Development progresses
Whoa! Thanks so much! Watching now!
strong Build: shotgun (angle upgrade), spark (freez), thumper (fire), gatling gun (x2 RoF), get attraction upgrades and give the enemy no bombers and only hp ups (i recomend for later to forgo blobs aswell, as shotgun prios weirdos and tankers, and bc they have a tendency to stay outside of shotgun range by simply multiplying at the egde)
btw bc of max gatling gun you basicly take no damage
things i noticed with this infinit build:
Projectile weapons have longer range on lower frames (at least 2 times if not more), and have higher piercing (spark normaly has piercing, just not infinite, but with this bug it can go through infinite enemys)
The "x2 all enemys" card only aplies once (ether that or my weirds are weird) (i read in the patchnots that the overall scaling of damage, health and speed worked the same way at some point, so probably do the same with this)
let the shotgun target "closesed Target" and not "strongest Target", i didnt get shotgun for Hulks or weirds but for Blobs first and formost (or set blobs as the strongest for shotgun)
the blob multiplication is so anoying: why spawn 2 blobballs (distance not objects) further away from the gun, wenn you can spawn directly beside or at most half a blobball away (other fix would be to slow the multiplication of blobs down the longer the round goes (something like "after (30+5 (per prior wave)) sec stop producing blobballs")
the infinit scaling enemy cards (health, speed, damage) should get a "and 25% of the other 2" for at least the higher levels, as scaling health with this build lets you tank a blob for 15 sec strait while you pickup anything, as long as you dont have the tower active (i mean if you did, the blob couldnt hurt you), as well as let you tank the angel (more heal then dps)
though it is a fun game
Wow! Really really appreciate such thorough feedback. I'll change the shotgun targetting, you're definitely right that it should target closest. Only rifle and laser should prioritize anything but proximity.
I also really like the idea of enemy powerups adjust some additional % of other enemy stats. Will definitely implement this.
Thanks!
I genuinely hate you in a polite way for adding the nuke "power up" that killed me in the second last wave
*curtsy*
Thanks for the game! I have almost filled the void. Well, one of them, anyway.
Feels like it needs more upgrades at the start, and less later on - took me a dozen runs to beat the boss, and on that try I lasted through another half-dozen or so wave sets before I added boomers and was blown away.
You're so welcome! I agree about the overall difficulty ramp isn't quite right just yet, though if an experienced player made halfway through the second loop, that might be sort of close? Anyway, thanks for the thoughtful feedback!
By wave sets I mean I passed the boss again - full cycles. Though thinking about the boss specifically it might have been more like another three times?
super fun little game! it doesn't have a massive selection of stuff like some other games, but it's definitely still quite fun to play!!
Thanks so much! Really glad you enjoyed it. If there was anything you'd like to see with more variety/bigger selection, what would it be?
i think maybe another option like freezing/burning would be a good option (though i don't know what that could be). i also noticed that rerolling the buffs for enemies (like the increase in speed, health, and damage) never changed anything since there were only 3 options. hope that helped!!
yeah, more types of enemies and creative ways to buff them would be fun.
A lot of roguelike bullet heaven games like this have sort of drone/constructor builds and/or weapons, like the weirdo has. I think that would be fun to add. Then the enemies could have something else to target other than you.
Maybe they could fight and swarm enemies. They could either bash into/shoot enemies and do a lot of damage, or be a distraction, moving quickly around the enemies to take pressure off of you.
You could go a different
direction and they could be a support, an alternative to gems getting sucked towards you. They could go out and grab gems and bring them towards either you or the tower.
So many different ways to take them, that's why I love them.
could we get a downloadable version of the demo please?
I can't turn on hardware acceleration for the browser or it crashes at random
Yes! Will try to get one uploaded later today.
thank you for the quick response on this issue!
You're very welcome!
ok, windows build uploaded. I only did the quickest of tests on it, so if you run into any issues, please let me know!
Is there a way to close the settings menu? I cant seem to get back to the title screen once I open it
ESC works, though it also drops me out of full-screen. It would be good if that and ENTER to select being on the instructions.
Yeah, escape is supposed to work, but if you're in webgl fullscreen, that sorta 'eats' the button event and takes you out of fullscreen, which feels broken. I'm gonna add in a dedicated onscreen button today.
Thanks for helping out in the comments!
I've been playing a lot of this over the last few days, it's very good. The recent update have added a good shakeup, made me rethink my strategies.
Glad to hear you're enjoying it. Yeah, the 0.10.1 update overhauls a lot. Thanks for the feedback!!
Its kinda easy. Good game!
Thanks! Yeah, I'm in the middle of a big balance overhaul. I was worried it would be too hard for people originally, but I was clearly wrong :D. Next update should be more challenging!
Yeah, I was to get to a point on my third try where I couldn't die, unless I blatantly tried too. But, you have made an excellent game and I have had a blast playing it.
so glad to hear it! I just pushed an update that should hopefully make it a lot harder to become unbeatable. I wonder if you'll still be able to last indefinitely? Happy to hear you had a good time with it!!
What do you mean it's kinda easy? No need to flex here buddy
At the time it was kind of easy, you easily get to a stage where you were unbeatable.
Is it my bad luck, or I cannot get the upgrade that let me pick up the item in floor quiclky anymore?
I’ve made some runs, and I’ve noticed that I couldn’t get this upgrade anymore.
EDIT: I’m almost sure there was an upgrade like that, or maybe I’m crazy I don’t know.
None of the powerups have been removed. However, some powerups are unlocked by getting other powerups, so the one you are talking about might be deeper into a particular powerup 'tree'.
Now I see, thank you for informing me.
my game crashed at this point so I lost everything. worth.
You should make Enemies stats upgrages multiplicatives because right now the biggest problem making infinite run possible is that enemies stats are aditives and so someone can always take "movement speed increase" and the ennemies will stay as cannon-feeders doing no damage all the run .
Making stats upgrades for enemies multiplicatives would prevent players from always taking the same upgrade and greatly augment the difficulty increase in late-game.
Yeah, you're totally right. Currently they are a percentage increase of the base value, (base * (upgrade1 + upgrade2 + upgrade3 + upgrade_n)) but I think instead they should be cumulative (base * upgrade1 * upgrade2 * upgrade 3 * upgrade_n). This may require a lot of other balance tweaks to make it feel right again though.
Really appreciate the thoughtful feedback! I'll post a devlog once I've made this adjustment.
Ok, done! Thanks again for the suggestion!
Looks incredible but sadly, the game won't load at all! I just get the same red as with the rest of the page. I'll try again later
Never mind, it was my browser being weird with WebGL. Restarting it did the trick, though@
Phew! Glad you were able to get it working!
I really like a combo of fire thumper, ice grenade launcher, speed knockback machine gun, and shotgun. the thumper basically just annihilates blobs (its also op), the grenade launcher... decimates everything, the machine gun is for when things get too close for comfort and the shotgun is for dealing with hulks. also boomers are op >:)
Yeah, thumper plus short range weapons is a really solid combo. And boomers are definitely OP, plus they are currently bugged and their explosions do no damage to the player! I just reworked them, so expect them to be much more challenging in the next build :)
Game is fun. Made it to wave 100 by only choosing to allow normies and blobs as enemies, taking the sprinkler, grenade launcher, and shotgun, and only giving the enemies damage upgrades. This led to the fire left by grenades instantly killing any enemy who touched it, which, in combination with some fire rate increases and enemy speed decreases, rendered the set-up unkillable. I could have continued, but there seems to be no end so I stopped. In the comments I see you have already realized you may need to address unkillable states via boomers; I thought you may find it helpful to know there are other unkillable states as well.
Glad you liked it! There's definitely a lot of balancing to do, and boomers are definitely a major issue. They are getting an overhaul and they will be much more of a challenge in the next build. Really appreciate the thoughtful feedback!
Made me so confident on how the game is hidden on "Learning self-positive"
Gave me happiness through out the game
That's so lovely to hear! Thanks for the nice comment :)
Nice game, quite an original twist on the formula!
Thank you so much! I can't tell you how much I appreciate you playing, recording, and giving such thoughtful feedback. Glad you found it interesting!
quality
Thanks!
I made it to round 40 (I'm assuming thats what the red number is) Losing is no where in sight, I am too strong. Pretty cool game. Took me a couple of runs to get to this point so it was a fun learning curve.
At some point I had enough firepower to kill enemies relatively quickly and enough Boomers to string explosions together. Made me pretty much invincible, up until the point that my one year old PC started having trouble (light jittering) with the amount of enemies on screen. Perhaps also due to the "every enemy spawns a copy" powerdown I triggered ;-)
Yeah. Boomers definitely need to be rethought. The chain explosions are fun, but definitely OP. Not totally surprised your computer is struggling, I haven't done as much optimization as I'd like just yet.
Glad you enjoyed it! Definitely need to adjust the difficulty ramping to prevent these infinitely unkillable states!
“Oh, this is pretty good” I really liked the way we need to defend the thing in the middle (and ourselves too), and the upgrades when I level up. Some of the monsters seem to have a simple design but the “BE NOT AFRAID” one is scary and cool.
I will keep playing this game until I find the perfect set of weapons to be chill later in the game.
Thanks so much! Glad you're enjoying it!
Do the improvements do anything with regards to gameplay?
I suppose it depends on how much Validation From Your Peers impacts your ability to play the game. But do they impact stats? No. The metaprogression was inside you the whole time!
Really nice game!!! Really tight, quite a good concept and audio and visual are really good. I think I'm in sort of endless mode now though ... not sure what to do with the boss. I'm not afraid, but I don't know what to do either. Also came across a visual glitch, I think. See screenshot. The black wall. Only appeared in perspective when I moved completely down the playing field.
huh! Really strange. Looks like one of the hulks is somehow masked? No clue what could cause that! Thanks for the bug report, and glad you enjoyed it!