Im playing with the mouse pad on my laptop, and if i ever let go of the fire button, i can press it as much as i want but the game will not let me fire again. Also, i get sticky keys that CANNOT be fixed by pressing them again, the game just forces me to go in one direction and nothing else at one point. The game seems fun but it's litterally unplayable for me.
since the game now remembers the place of your hardware, it would be a small but great addition if it could also remeber wether or not you had music turned on or off since you last played the game
Great game with good puzzles, though, for a game as visually simple as this one, the performance isn't great. Still, I'd love to see Kongregate add achievements to this one. Perhaps Easy for completing and Medium for true ending.
There is a performance issue that I can't seem to figure out. I finally decided to reimplement my engine in a different way so I will probably upload a version with better performance when that's done. Achievements should not be too hard to add but I'm saying that without knowing Kongregate's API ^^"
I'm starting to think that the WebGL error has nothing to do with lack of memory, but is more likely a leak or sudden overflow of some sort. You've increased the memory just about every update, yet the error still occurs. You might have already come to this conclusion, but I'm just putting it out there. It seems to happen most often when you are hit into the wall at high speed or when being squashed in between the boss and a moving platform.
There are known issues with memory management in Unity's WebGL exporter (heck, issues at the WebGL level even) but I agree that there is one particular strain of the problem which does not stem from this, and specifically, this happens when the player (an entity that doesn't die by contact of a boss) gets 'squeezed' between a moving platform and the boss. On desktop, the game is able to process enough FPS to handle this properly, so the issue doesn't occur while debugging (monitoring RAM does not lead to spikes or even leaks over time) but once exported to WebGL, the internal frame/time handles this differently and apparently leads to a number of collisions being registered in a row for no apparent reason.
I've tried fixing this, as it is annoying, but this appears beyond me.
That being said, I'll be delivering a desktop version of the game in the near future as I feel it will address that, and the fact it is currently bound to an 'ad-heavy' browser tab.
Yo orymus! What I meant in my last comment with "sticky keys" is sometimes the game lags a little, and then it thinks I'm holding down a certain button, like left or up, when I've infact already let go of the button on my keyboard. (sticky keys usually stop when you press the button of the direction you're going in again to update it, but often because you want to stop going that direction you press the opposite direction, which doesn't help and you still get killed) Again, I'm not sure if this issue has to do with my computer just lagging, or that it is something that you might be able to fix. Totally unrelated, in your reply to vlad995 you said you'd like someone to find a square shaped cell, I'd like to add that in fact, most plant cells are rectangular ;P
Foiled again!
- Crap -
But I get what you're saying. Sticky keys might be relating to the WebGL exporter vs performances. Not sure I can do much about it on this platform. A desktop build would likely have no lag whatsoever though.
I've got 2 more issues I'd like to adress, first off, I feel there should be an area around you in which enemies can't spawn. I feel it happens too often that one of those small dudes with a V in them spawns on top of me and knocks me to the side, killing me in an instant. Secondly, every so often I experience sticky keys, not sure if that has to do with my computer or something thats fixable. Cheers!
Agreed, the V chargers which are meant to be 'stealthy' are really annoying currently. I think I'll still allow close spawns but give them a bit of a delay before they can attack.
Could you explain what you mean by sticky keys? Directions or dash? Haven't experienced this myself.
Noticed however that on a gamepad, the 'joysticks' would respond a bit less efficiently than the D-Pad, so I'm guessing there is something about how the input is processed hardware side, but haven't experienced anything similar on Keyboard.
I've been playing this more than I should, but I think you should look into the "out of memory" popup. Every 10 mins or so when a lot of things are going on at once it gives the message "Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings." Kind of annoying when you're having a good run.
Yeah my bad. WebGL needs to allocate memory, it's actually easy to fix (just increase the size of the memory allocated to WebGL) but I'm afraid by the performance drop that might cause, so doing it one bit at a time...
Will further increase it in the next update: let me know if FPS drop though!
And thanks for the contant feedback (and top score!)
Giving a few tips that Ive noticed help out alot.
1. Only dash if you have a straight line towards an enemy youre trying to hit, or when you are in a tight spot. Aimlessly dashing gets you killed
2. The circles with the >'s in them are very annoying during the 1st boss. Get on the opposite side of the boss from them, and they will launch themselves at the boss, but bounce back and hit the wall.
3. During and before the 2nd boss little turrets appear, you want to get rid of them as fast as possible. Hit them into the wall as soon as you can.
4. Defeat the 2nd boss by circling him to dodge his fire, and hit the circles surrounding him into him by dashing.
5. Look out for the snake-like creatures, these guys will wrap around you, killing you.
6. During the last bossfight circles with squares rotating around them will show up. Avoid these rotating squares at all cost, as they will kill you on impact. This isnt very clear as they are red just like everything else.
Hope this helped!
Strategy guide! woohoo!
I might add:
The slow tanks (those that progressively grow) are good to keep around for bosses. Keep them close to the center before a boss spawn if you can afford NOT to kill them, and throw them at the bosses for easy shrink damage!
As for anything with 'X's on them, indeed, avoid them. They're red alright, but X means ouch. This also applies to the sort of pushing bars if they have Xs on them.
Great tips ssandermann!
I also just completed the game, This game could really make good use of an infinite mode, difinitely seeing as there is a "time survived" score. Such a score doesnt make sense if theres an end, cuz it makes getting a high score a matter of killing time as much as possible before inevitably defeating the boss.
I agree. That's why I've added both, AND a score for killing mobs (as in 'make your own goal') but it was always clear to me that there was going to be an infinite survival mode.
perhaps as a substitute to Controller have players be able to use the mouse to play? Aim with the cursor and click to dash for example. I don't have a dontroller, but I've been doing decent with WASD, but I do notice that it's very difficult to be accurate with it.
Yes, others have also suggested that. Currently toying with the idea, if I can get the mouse working better than WASD, I'll be sure to implement that as well.
Thanks!
It would be great if the resource selection and the resource upgrade part had seperate scroll bars. Once you have a lot of different resources it's annoying to have to scroll down to select a resource and then have to scroll back up to buy new collectors for that resource.
The concept of this game is pretty great but there is simply not much to do. At about tier 15 the game starts slowing down SIGNIFICANTLY, and it just turns into waiting for a mutation. Once you get a mutation you're quick to reach the next tier and the waiting starts again. I havent completed the rainbow clover so I' m not sure what that does yet, but we need more things to do! Combine clovers so that you can have more than 2 colors, give them special abilities, better rewards for 100% completing a museum tier, random events every 5 mins for temporary boost, ANYTHING.
It would be great if you had the Sell/Museum options in the Mutation Altar, I hate having to switch back to the Breeding tab and clicking on Storage to send a clover to the Museum.
I've been playing on my G+ account on the original site, and done all of the apprentice, journeyman and expert levels, but to get the achievement I have to do it all over again because I'm stuck with this Kong account :/ Welp, I'll be seeing the sun again 2 weeks from now.
It's great that the scroll wheel works for scrolling up and down, but whenever you reach the bottom of a window in game, the whole internet page moves down. Some games have it so that whenever you scroll whilst playing the game, the page itself doesn't move down. I'm not sure if that's a difficult thing to do, but it would save me a little irritation if you could make that work.
There is a performance issue that I can't seem to figure out. I finally decided to reimplement my engine in a different way so I will probably upload a version with better performance when that's done. Achievements should not be too hard to add but I'm saying that without knowing Kongregate's API ^^"