Woooooow this one is a lot of fun! Every character plays super differently and the level up upgrades make each run feel distinct while you're levelling. And of course I loved all the nods to the different cohorts.Definitely spent a bit too long playing this!
I did get to the part where I became super hard to kill which was a lot of fun.
Nice work! And thanks for making a web version! The abilities decaying is an interesting concept that I don't think I've seen before, was it inspired by anything in particular?
Thanks for playing! The stat bars in general I just wanted to feel like those "race" bar graphs you see that are like time lapses of something's popularity over time, and the easiest way for them to feel like that where they're going up and down and "overtaking" each other was to make them decay if you aren't getting that color for a while
Thanks! Some of the weapons and perks took me a bit to come up with a match I liked for the person, but Jeffm's was a no brainer that he would throw cards with random damage rolls
Thanks for checking it out! I wouldn't recommend making 9 playable characters in a month LOL, it was a lot of work and is definitely not balanced. It was good practice in data model design, figuring out what variables I need to be able to tweak to make a new Weapon, or new Perk, or new Enemy. Once I had the systems in place it wasn't too bad to make new content for it
Loved the overall fun vibe of this game. The character select screen is so ambitious, well done, and thoughtful. I picked Janet first because that purple laser rifle spoke to me, probably cause it reminds me of a Covenant weapon from Halo ha. Kyle's tagline made me laugh out loud.
The decaying stats were a nice touch that kept things intense like trying to keep your head above water. Thought the enemy variety and their shared look was also very fun. Really liked the kind of futuristic toybox aesthetic in general. Nicely done!
Thanks for checking it out! Janet was definitely the "default" character during development, she's index 0 and the game is kind of balanced (insofar as it's balanced at all) around her
Comments
Woooooow this one is a lot of fun! Every character plays super differently and the level up upgrades make each run feel distinct while you're levelling. And of course I loved all the nods to the different cohorts.Definitely spent a bit too long playing this!
I did get to the part where I became super hard to kill which was a lot of fun.
Nice work! And thanks for making a web version! The abilities decaying is an interesting concept that I don't think I've seen before, was it inspired by anything in particular?
Thanks for playing! The stat bars in general I just wanted to feel like those "race" bar graphs you see that are like time lapses of something's popularity over time, and the easiest way for them to feel like that where they're going up and down and "overtaking" each other was to make them decay if you aren't getting that color for a while
Very nice! I really enjoyed the different characters and the fun upgrade effects! I particularly like the deck of cards, very fun animation and vibe.
Thanks! Some of the weapons and perks took me a bit to come up with a match I liked for the person, but Jeffm's was a no brainer that he would throw cards with random damage rolls
Shooting controls feel tight! Can't believe you got the whole cast in that selection sceen
Thanks for checking it out! I wouldn't recommend making 9 playable characters in a month LOL, it was a lot of work and is definitely not balanced. It was good practice in data model design, figuring out what variables I need to be able to tweak to make a new Weapon, or new Perk, or new Enemy. Once I had the systems in place it wasn't too bad to make new content for it
Loved the overall fun vibe of this game. The character select screen is so ambitious, well done, and thoughtful. I picked Janet first because that purple laser rifle spoke to me, probably cause it reminds me of a Covenant weapon from Halo ha. Kyle's tagline made me laugh out loud.
The decaying stats were a nice touch that kept things intense like trying to keep your head above water. Thought the enemy variety and their shared look was also very fun. Really liked the kind of futuristic toybox aesthetic in general. Nicely done!
Thanks for checking it out!
Janet was definitely the "default" character during development, she's index 0 and the game is kind of balanced (insofar as it's balanced at all) around her