Because the particle effects are still created on medium settings. Their positions update even if they are not rendered. Disabling the graphics simply does not render anything apart from the UI after clearing the framebuffer.
Regarding characters, the fish looks pretty fine, much like eels, but I wonder what kind of a creature I control. Also, I love the nightmare feature. I used to experiment with such stuff in my game of Snake. For instance, a snake could wake up and find itself endless, or have an apple dodging it... Several different dreams were supported. So, while playing your game since day 2, I expected some dream-specific features to happen every day, trembling a bit. This must have been a significant part of the game's charm to me. And, of course, that mystery-casting music is awesome.
Kind of sad that my Google Chrome does not identify the game as focusable. Even if I click within its region, pressing Up and Down causes the whole page to scroll. But the game looks promising and cool.
Kind of a short war story where you are put right into the action without much to say. That's quite unusual, but it feels cool. I enjoyed this one. It's definitely worth getting Badge of the Day.
Moral of the story: the more you help the guys, the more they rely on you and the less they do themselves, leaving you with no energy to provide further help. And it's your fault after all.
The game is very addictive and juicy, the soundtrack is awesome! However, it relies too much on the allies feature. Now, as allies are not supported any more, the game became much more difficult. First, you only have one ship, and the best choice after the shop is a scout, because no one else can cope with a horde of splitting enemies. Second, two out of three mission slots get occupied with the ones about sharing your game and getting allies. So, now I only have one free slot for missions I can accomplish. But anyway, I would be glad to see this concept evolve in future. Looking forward to Episode 2! Thanks a lot!
The difficulty levels list is wrapped, so you do not know in advance whether Heavenly is harder or easier, unless you examine the medals screen. Nice move.
Tip: letting the player proceed to the upgrades screen without making them wait for the "Press Space to continue" label to stop in the center of the screen might give the game an extra half-star.
This must be a good game! Gonna finish it and rate. Apart from this, there is one detail that took my attention: when I come home and go straight to the fire, I see an existential quantifier instead of E. Just a tiny thing to fix, the rest looks perfect so far. Thanks!
This is a nice concept, but I wish the blinking of player's fire on the last graphics level could be the next thing to upgrade. Kind of annoying. Thanks!
Because the particle effects are still created on medium settings. Their positions update even if they are not rendered. Disabling the graphics simply does not render anything apart from the UI after clearing the framebuffer.