shoot,,,,, it was only supposed to use paralysis ONCE....
well it is still a jam game, and improvements are coming!! slowly.... surely......... maybe...
anyways I'm so glad you liked it a ton!!!!
this is the most accurate feedback on balancing i've ever gotten. i've been thinking about the cabomination fight and it's especially punishing because it only spams attacks (like that one dorito elite from sts2 pre-rework). i made it more interesting in the update right now, but i'll leave their new strategy a secret for now!! thanks for playing, balance is like the biggest thing in roguelikes so feedback like this is JUST what i need rn
the environment and overall visual theming was actually really cool!! it's very cool to see a jam game lean this far into creating a really interesting world and a cohesive story to go with it, and it had me really interested (kind of like how I felt playing Outer Wilds lol, i see the inspiration!!)
Glad you enjoyed it!! I'm glad you adored the wave effect on it, it actually took a lot of time to get right: I had each impact saved in an array as a dictionary with the origin of collision (from 0 to 359). Every frame, I updated the circle like so: For each impact in the array, it checks the original point plus its age (which I updated with delta every frame) to determine how far the impact travelled, and which two points on the circle are at that distance. I then raised/lowered those two (and all points within a distance of them) with a sin function. It was fun to figure out! If you have any other questions, feel free to ask!!