Now now guys, let's not poke at the engrish. If it weren't for that I'd never have found my new life motto. Nothing is Impossible to Courage. those are words to live by.
one issue I have is, if your big prize for getting 100% achievements is just a re-skin of your character with some amusing little audio changes? don't make getting 100% achievements a pain in the ass.
Unless I misunderstood, I thought sinking the 8 ball on break shot was supposed to be a win? Or is that if you ONLY sink the 8 ball? because then I lost legitimately.
It depends on where you play and which rules you are using. The rules I used should force a re-rack if the 8 ball is potted on the break. But you should never lose for doing it - if that happened, it's a bug and I'll look into it. Impressive break, though - I didn't actually think it was possible tbh.
It's certainly interesting to play. I love terrain destruction. I don't think I'm clear enough with that, I LOVE terrain destruction. it's one of my favorite things in games, not enough do it. One thing that bugged me was that when running, then jumping, you don't maintain the same speed, you slow down a little mid-jump. Doesn't feel right. you might also want to consider having a way to permanently learn passive abilities granted by equipment.
I don't know if this is a glitch or not, but I die, and now I'm just invisible flying around the screen firing.
I'm torn, on the one hand, it's silly, on the other hand, I'm a vengeful interstellar ghost spaceship hellbent on destruction. Which is kind of awesome.
There's TOO much randomness, a rogue-like is supposed to be chaotic and difficult, but a well made one will have certain things that are almost guaranteed to happen. Certain monsters dropping gold/equipment, number of monsters per level etc. plus, you should have the ability to purposely flip your character in one spot, so you can choose who gets what. Maybe make it cost one health or something so you aren't tempted to do it all the time. Also, maybe make more types of upgrades?
The number of monsters and "levelblocks" is determined for each of the six levels, even what type of monsters and blocks. You can indirectly flip your character by walking around a corner of a block.
Thanks for your feedback!
Yeah, I'm gonna have to agree, Physics lab= fantastically awesome. difficult to get to, but worth it. EVERY OTHER LEVEL- I don't need a bunch of energy creation anymore, two small carrier producers and a couple physics labs and bam, level won.
not only is it pretty much a recreation of a pre-existing game, it's a poor recreation. I mean the flow of the particles is so inconsistent that, even when you have a winning formation, it might still take forever for you to actually win the level.
I feel the hit detection's fairly shaky, I'm using a shotgun, aiming at the head, and have enough distance that I'm not firing through the mouse, and hitting once, not for a headshot, and doing pathetic damage. that doesn't seem quite right. additionally, because of the shaky hit detection, it's fairly difficult to evade enemy attacks, as you can't kill them fast enough to avoid them getting close, and there aren't that many places in a level to jump over them.
It depends on where you play and which rules you are using. The rules I used should force a re-rack if the 8 ball is potted on the break. But you should never lose for doing it - if that happened, it's a bug and I'll look into it. Impressive break, though - I didn't actually think it was possible tbh.