Man, also the pencil/pen. The lack of aerial moves is tragic coming from world 3. And where's my snail shell combo meter? The game is certainly fun and looks like it will be good, but it doesn't have enough of its own unique stuff to mix into regular movement nor for sidequesty completiony things to make up for how much is missing from the last game. There's the shell break-out remake room, but its most efficient to do that with a wall jump+ air attacks because you can get more than one block at a time. The pen is cool, but can only be used when the game gives you canvas, and without the aerial moveset there's less stuff to mix in inbetween canvas rides. The grind rails are neat, but should double as rope lines if grab them from below without enough momentum to get on top-- you already have the ropes implemented so its weird to not have that option there.
Autoroutes should be able to go through multiple planets. I build a Transporter to augment my regular line of cargo ships, only to find if I wanted to fly from Promision to Orpheus I'd not be able to load or unload any goods along the way. I realize that loading and unloading midpoint goods is equivalent to having a route between each leg of the journey once you have enough ships, but you can't put a single ship in multiple routes and I rather like the idea of having a fleet making a single giant circuit while other ships dart back and forth between neighboring planets. If you could allow multi-stop autoroutes that would be great. Just have ships unload everything each step of the way (like they currently do) but allow them to pick up supplies at each stop as well (like we currently can, but for each planet, not just the endpoints). Maybe add a 'don't unload' checkbox for resources if you're feeling nice, but we can just load an amount equal to what we're unloading regardless.
full reset on game over needs a confirmation pop up or something. Keyboard control options would be good. Consider posting the non-beta version after finishing the game, rather than souring public perception by publishing an incomplete game.
Hi , Thanks for this. It is my intention to continue this project and create a full version. I've gathered a lot of feedback and will begin bug fixing and adding levels. Save option also would be great on the web version. Keyboard controls are already implemented just disabled on this version as it creates a weird bug with the walls. This will be fixed soon :) . Thank you for trying this out.
there's also arrow keys and another controls other than W A S D! Sorry if none of those fit for you. I'll look into key rebinding but I can't promise it'll happen soon!
The dash should only trigger IF you are holding a direction, so technically, releasing directionaly input during messages should not trigger a dash (does it?).
With that being said, agreed as I have already met quite an unfortunate death to this. Was trying to keep this as decisively single button as possible, so will need to ponder this.
Agh, I thought I had it now...
Have you been experiencing more lag in this version? Really trying to keep performances in check before allocating more memory...
Also, was that when colliding with a "bar" and multiple other mobs?
The Hornet caps out on number of bullets after a single upgrade (which is in itself a poor design decision as the ship is supposed to be trading health for offensive power and speed), but the upgrade gives 2500 as the price for the next level on mouse hoverl.
No, sorry.