That's a real shame! I hate AI generators.
What's your intent for the "real" thumbnail? What's it supposed to look like?
Oh, since i have your ear, here's some more! Projectiles still fly when you have the upgrade menu open, there are even damage numbers! (I assume this wasn't intended.)
Also, if it was up to me, i'd bind the dash to Space by default. Doesn't seem to be used for anything else, and the thumb is more resilient than the pinky in my experience. Though, obviously, if control settings are planned, this is a non-issue.
Edit: When the wave is over, and there are no targets, bouncers seem to create lag. Maybe they keep checking for targets as fast as the CPU allows or something?
Edit 2: After beating normal in the forest, i selected "endless". It immediately ended and rewarded me. I could select "endless" over and over again, for more rewards. This didn't happen before.
This is great!
On intuitiveness: a tip said that weapons can "evolve" or whatever at level 7. But that doesn't really explain anything. I know that VS has weapon merging when you max them, but the mechanic isn't really common enough to just assume that it's the same deal here.
Maybe the tip explained that as well, but i skipped it, thinking "i'll just give it a try first", and can't find it now. This is something that's 100% going to happen!
Finally, all the coins get auto-picked-up sometimes, and i have no idea what causes that. Can't really strategize around it if i don't know.
Other than that, love the game so far. Are you planning to make a downloadable/offline version?
I played about a dozen rounds, i like the concept, and the presentation is good. But i don't really get the gameplay and there are some things that, i feel, are poorly (or not at all) explained.
First, the more-or-less objective things:
- There are stat boosts for both cooldown and firing speed. Both starting weapons have a blue cooldown bar. To add to the confusion, one of the leveling rewards gives you +15% to cooldown AND firing speed for the same weapon class! Are these just 2 different stats that do the same thing? I tried only leveling cooldown, it seemed to work, but when i went for pure firing speed, the difference wasn't noticeable (then again, i died early).
- Speaking of weapon classes! The Airman has a requirement to kill enemies with a rifle, that the Marine doesn't have. The little weapon selection window on the "Customize" screen doesn't seem to do anything other than showing you weapon icons. Moreover, the "+15% this and that to submachineguns" implies that there are SMGs other than Thompson! Do i get them mid-round or something? Because if i need to select weapons from that menu, it's really hard to guess how it's done!
And this one is a lot more subjective, but i can't really tell how to play this. The camera is really zoomed in, and you can't see enemies until, basically, they are already firing at you. If you back away, more enemies spawn behind you. I tried moving towards enemies and strafing them, and that worked a little better, but the projectiles are too fast to just bob and weave around. What's a good strategy?
Edit: oh, i just saw the trailer... I think i get it the intended way to play, somewhat, but my reflexes might not be enough.
Edit 2: nevermind, i got to the point where weapons start dropping. Movement speed almost feels like a necessity though
Edit 3... I think i found a glitch, where enemies can keep moving and attacking you on the upgrade screen. Possibly related to frenzy. Haven't purposefully tried to replicate it, but happened twice already
I like what you did with the controls. Didn't really expect this level of refinement. Having the inventory all mapped to 1-V is a clever idea, KB-only play would have been a nightmare otherwise. I also like how the spell cones work, gives them a really smooth feeling for a grid-based game. A surprising amount of polish for an indie title.