Post-Prestige and then Post-Hard Reset, inventory has a visual bug showing that i have modifiers in the slots when i have none (http://prntscr.com/rpp5x8)
Hitboxes seem off. For one, a bullet can be noticeably above or below an enemy and still hit them. If i jump and the enemy stands still, the bullet will go straight over their head but still deal damage. Perhaps more annoyingly, this also applies to me trying to dodge the enemies' bullets. The hitbox for the player's bullet also seems off, as it consistently goes well into the enemy before dealing damage (http://prntscr.com/rpov73).
As far as i can tell, the earlier enemies give around the same exp as the later ones, and count as kills, so is there a reason to try for a long run instead of resetting after killing all the weak ones?
Some suggestions
- Visually, the cylinders and stuff could be updated to be a thing a fish could reasonably swim in/under, like a coral wreath or wooden pad
- Death being a loss of cargo is a very minor penalty so far. this could be made more punishing with maps that have long/dangerous areas between docks.
- Ability to hold shift to slow yourself down (maybe even activating the swordfish's buff for being stationary?)
That's a great idea actually for the cylinders, didn't think of that! Another variant I had planned was the electric seaweed from the NES TMNT, where fish could swim through but it'd hurt you if you passed through.
The slowdown ability is a good idea too. I wanted to have more bullet hell style enemies in the later portion, and that feature would be 100% necessary.
i feel like this needs an entire set of upgrades that is based around speed of getting cards, what cards are in the deck, and how many are in your hand
liked nimue's idea of houses or areas you cant place zombies in. a simple way to do that could be that some houses have floors, and those houses cant be placed in.
It would be nice to have extra stops for the bone collectors as a construction, and they would go to the nearest stop once full of bones. i'm noticing how far the bone collectors have to travel, causing them to be too late for over 50% of the bones from detonate.
the +10% is additive to the total percent; if you have 1k at 100%, you will have 1.1k at 110%, then 1.2k, 1.3... with more base storage, the percentage increases do more. (unless i'm mistaken)
All mods are stacked now. As you can see it says "amount: 0"