wish it was easier to tell at a glance if an upgrade I've already purchased can be upgraded further with my current funds, because the only difference is the tiny number underneath being a color that isn't immediately noticeable
After turning off CRT, the 4 issues are: The awful AI text. Leveling up makes no sense --> Like it increases debuffs? The part names and categories are wrong Positioning is still broken, items need actual anchor points no just touching the item.
I played a lot and survived the storm. The filter makes my eyes hurt.
The early game is confusing, and I think it’s necessary to add some early-game items that are cheap, around 10 credits, so players can immediately see that they should be buying items. I had to do my best to read through the filter, and the first interesting early-game items cost around 300 credits. That means I have to do four rounds before I can buy anything I actually want.
The energy economy is not obvious. I think this is a problem that may require a global refactoring if you want to improve the energy economy. It would be better to make it as obvious as the mana cost in Hearthstone, because it literally defines whether you’re going to be idle or not.
I literally had to debug why I stopped shooting by removing certain modules.
Again, it’s difficult to read through the filter, and even without it, I don’t really want to read paragraphs of text in an arcade game.
Hey, thanks for giving the demo a try, its not really fitted well for the WebGL version, its something I ported into in a few days so the resolution seems to be unreasonable. You can actually turn off the effects from the settings menu if that helps.
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wish it was easier to tell at a glance if an upgrade I've already purchased can be upgraded further with my current funds, because the only difference is the tiny number underneath being a color that isn't immediately noticeable
After turning off CRT, the 4 issues are:
The awful AI text.
Leveling up makes no sense --> Like it increases debuffs?
The part names and categories are wrong
Positioning is still broken, items need actual anchor points no just touching the item.
I played a lot and survived the storm. The filter makes my eyes hurt.
The early game is confusing, and I think it’s necessary to add some early-game items that are cheap, around 10 credits, so players can immediately see that they should be buying items. I had to do my best to read through the filter, and the first interesting early-game items cost around 300 credits. That means I have to do four rounds before I can buy anything I actually want.
The energy economy is not obvious. I think this is a problem that may require a global refactoring if you want to improve the energy economy. It would be better to make it as obvious as the mana cost in Hearthstone, because it literally defines whether you’re going to be idle or not.
I literally had to debug why I stopped shooting by removing certain modules.
Again, it’s difficult to read through the filter, and even without it, I don’t really want to read paragraphs of text in an arcade game.
crt filter is awful
unplayable
unreadable in fullscreen or not
Hey, thanks for giving the demo a try, its not really fitted well for the WebGL version, its something I ported into in a few days so the resolution seems to be unreasonable. You can actually turn off the effects from the settings menu if that helps.
The final game will be Standalone only.