Thank you for the feedback. Yes, the area is bigger now. About 4 times bigger than the original. I completely reworked how the game stores active enemies. Enemies offscreen get deleted completely if they don't make it in time back to the visible area. That really improved performance quite a lot. Downside of this is, that this is noticeable on certain enemies, when they are gone if you move away and return.
Lohreck
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Thanks for testing. I still struggle with the performance. Even when not many enemies on screen, the enemy table still contains the once off screen. That eats a lot of resources. Still try to figure out how to enhance this. Already limited the update cycle for off-screen enemies, but this just helped a little, so step by step I'll try to get there.
Thanks for the feedback, much appreciated!
I wanted stamina to be scarce :) You get also HP back when killing an enemy, I was thinking about a mechanic to force the player to push forward without waiting for the stamina and HP to refresh, but haven't had any good ideas.
Spoiler: Having stamina full, red and blue enemies can be killed pretty easy by using the shield on the first enemy attack timed so there is enough stamina left for 3 hits. That's a pretty save method to kill reds instant and blues only needing one more hit.
And sorry for the audio, I know that's an even weaker area than my pixel skills :(
Thanks for the feedback, much appreciated!
I had faster HP regeneration, but that made the game somehow easy. I was trying to get something implemented to force the player pushing forward, but haven't had any good ideas.
I'm not good at audio, guess it will not get any better in the future :-S I might need to rework my setup on audio tools.








