What?! That’s so cool!!!
transmutrix
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Ooh, good point. Most of the level files themselves include that information, but it’s not surfaced well in-game. My parser is a bit lazy but I could try to intentionally pull out “frontmatter” from level packs when it exists, and failing that, I can add entries to the credits specifically for the packs I include, manually. Thanks for the feedback!
I’m happy to hear the layout worked well on mobile!
I tried to make the UI somewhat responsive to support ultrawides, but wasn’t really thinking about mobile devices at the time (hence no on-screen joystick, etc). Frankly, in portrait aspect ratios I think it could have been much nicer than I made it. ’^^
As for the web build itself, I used this more recent fork of love.js: https://github.com/Davidobot/love.js which is available on npm as love.js
Thank you for the kind words!
Thanks for the reply! I’m surprised by that, but the difference may be partially down to Firefox vs Chrome? Lua in the browser isn’t great at the best of times but in both Safari and Chrome I’ve had decent performance on my M1 Air.
I really should have done a system to combine nearby edges into one drop but I didn’t get to it during the jam.
Yes, it’s very bizarre! Things like that were more common when this game was originally written, in my experience.
I would like to offer a screen on the first boot that shows the default controls bindings and offers a more modern default, as well as proper input binding support, but I haven’t had time, so this is just the directly updated original game, as much as it can be.
Apologies for the weirdness!
Thank you so much for the compliments! I was actually worried about the amount of content and worried things stayed too “samey” and repetitive, so I’m glad that people have enjoyed it.
I have a big file of ideas that didn’t make it into the jam version of this game and it would be a shame not to do something with those, so we’ll see what happens. ^_^
Thank you! A lot of the “content” in this game is just bad math, thankfully.
I would like to release the source code, especially as someone who enjoys reading other people’s to learn how this or that thing in a game works. However, for this game I’m not likely to release the source code immediately - I’m not done with it yet. ;)
At some point though, I would like to release it!
I may write some blog posts about specific aspects of the game in coming weeks, and those would have code examples in them, but we’ll see. I’ll letcha know if I do publish anything.
Thank you again. <3
Thank you for the nice words!
And thank you for the feedback too, it is very valuable! Post-jam there may be a toggle for the trail, or I may change how it works. Currently it is rather bright and can easily obscure the ship for some players. Sorry about that!
It’s also true that firing in a circle with upgraded weapons or running around in a circle - not sure which you meant - are both effective strategies in this game. It’s something I would like to change, to keep the game more interesting, especially at high stages.
The balance is quite poor on some things, but I ran out of time to try to fix them during the jam.
Thank you so much! Gamefeel is what I care the most about and have the best sense for, I think, so I’m glad it landed well for you. I struggle at things like balancing numbers or accounting for a wide variance in play styles (which anyone who reached any of the bosses will know. ’^^ lol).
I was happy with how the grid turned out, it almost feels like “lighting” without doing anything expensive - each vertex in the grid is on a simple spring, events in the game apply impulse forces to vertices on the grid, and then the grid edges get colored lighter based on how far they’ve been stretched.
My wife is indeed the best and I will pass your compliments along! Again, thanks. ^_^
Oh gosh, that’s a nice compliment! Thank you. I didn’t actually play Geometry Wars growing up, but looking at when it came out, it seems like we nailed the point in time we were going for. I was playing shmups like Mutant Storm, Space Tripper, Deimos Rising, and Battle-Girl back then, and those, especially Battle-Girl, inspired this game.















