I like the lower acceleration for normal movement, but I'd actually suggest accelerating as hard as in the previous build when braking (in other words, when the cosine of the angle between velocity and acceleration is negative), to make it easier to compensate for overshoot than it is to overshoot in the first place.
In the future I plan on adding a few different ball types and one of those will probably have almost instant braking. I'm using a combination of adding force, torque and the Unity physics friction system to handle ball movement so I'll have to come up with some form of display for the ball attributes.
Thanks for the feedback.
One level? It's a start.
Controls are painful though; possibly too high of acceleration? Shots should probably be aimed by the mouse, not the last direction key press. Also, explosive shots scattering the items as well as bricks off the sides of the path is just mean. :)
It appears that Odin City has some sort of wattage limit -- a maximum output of 32 packets per second, regardless of how much power you are able to bring in. 32 ammo packets per second can hold back an awful lot of creeper, but the huge reactor farm producing 48 pps of power is kind of wasted.
Definitely, thumbs down on removing the debt. Boo hiss, even. Maybe offer an Easy mode that uses the new fee to open the shop mechanic -- and a Hard mode with both costs to run the store AND a note to pay down.
I just used an Original Protectorpedia on a hero with 12 skill points, and it completely mind-wiped the hero back to 0 xp 0 skills! That's ... rather violent, and not a 'small amount' of experience lost in the transfer as it says on the label.
The Gaussgun's upgrade potential is amazing! Fastloader 2 + Weapon focus = 5x80 rounds per minute, then throw in Energy Mastery 3, Sniper 7 and Sharpshooter 4 and even huge enemies go down in 1-2 bursts, and it triggers Blast Wave often enough to stunlock small enemies.
Think like a programmer? The expert levels are starting to make me think like an optimizing machine code generator, or (equivalently) a programmer from the Elder Days of computing!
In the future I plan on adding a few different ball types and one of those will probably have almost instant braking. I'm using a combination of adding force, torque and the Unity physics friction system to handle ball movement so I'll have to come up with some form of display for the ball attributes. Thanks for the feedback.