It's a fun game, thanks for the freebie. Though I seem to have found a glitch on level 3 that caused enemies to stop spawning after hitting 1427.
Other then that issue there are a couple of quality of life changes you might consider adding. It would be nice if the game returned to the same zoom level after picking an upgrade. Some volume controls would be nice. And finally labeling the attachment positions during upgrade choosing so you don't have to figure out the positions based on the orientation of the turret would be a bit helpful. But all in all those are minor additions that don't take away from what has so far been pretty neat.
Oh boy that might be an issue, most likely an enemy missing in one of the arrays for waves that breaks the spawn system, will have to look into it as soon as I get to my PC. Volume controls are another thing I need to work on. As for attachment positions, I do agree it can be a pain at times but because of the nature of how it's working idk how I'd do something like that, which is why I just put a marker at the 1 slot. Thanks a bunch for the feedback!
Ah, hopefully you can figure out the issue. Too bad about the attachment positions thing but if there's no reasonable way to slap an overlay on the turret during the picking sequence due to orientation issues or something what can you do. At least it's not too big of an issue. Though I'd still consider an option to return to the previous zoom after picking a weapon a pretty nice feature if it's not too much trouble to implement. Anyway, you're welcome and thanks again for the generosity.
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It's a fun game, thanks for the freebie. Though I seem to have found a glitch on level 3 that caused enemies to stop spawning after hitting 1427.
Other then that issue there are a couple of quality of life changes you might consider adding. It would be nice if the game returned to the same zoom level after picking an upgrade. Some volume controls would be nice. And finally labeling the attachment positions during upgrade choosing so you don't have to figure out the positions based on the orientation of the turret would be a bit helpful. But all in all those are minor additions that don't take away from what has so far been pretty neat.
Thanks again for giving it out for free.
Oh boy that might be an issue, most likely an enemy missing in one of the arrays for waves that breaks the spawn system, will have to look into it as soon as I get to my PC. Volume controls are another thing I need to work on. As for attachment positions, I do agree it can be a pain at times but because of the nature of how it's working idk how I'd do something like that, which is why I just put a marker at the 1 slot. Thanks a bunch for the feedback!
Ah, hopefully you can figure out the issue. Too bad about the attachment positions thing but if there's no reasonable way to slap an overlay on the turret during the picking sequence due to orientation issues or something what can you do. At least it's not too big of an issue. Though I'd still consider an option to return to the previous zoom after picking a weapon a pretty nice feature if it's not too much trouble to implement. Anyway, you're welcome and thanks again for the generosity.
Thank you dev.
THANKS
No problem! Hope you enjoy the game!
Gosh, yeah, this on playdate would heckin' slap
This would make a great PlayDate game. Controlling the turret with the crank would be amazing.