I don't think anyone has said this so far so I want to say it so it doesn't get overlooked. I just want so say how much I appreciate the fast forward button. Especially in lieu of meta progression (which I'm very excited to hear you are planning) successive playthroughs are far more doable thanks to that button.
I have been absolutely loving this game, but as I've been playing, as I get to higher levels of accuracy, I stop dealing damage. I've noticed it mostly only happens against the snakes, but not just them.
I am playing on the web version, so that might be the cause, but other than that, fantastic game, and I hope to see it grow.
It appears that that bug has happened to other people as well. I’m trying to see what I can do because not hitting your shot especially against the red caterpillars is frustrating. Either way thank you a lot for the feedback
You can get repeated augments in the +N random augments so that is not a bug. I would say that you are lucky because +180 attack speed in 1 round is pretty good
Just giving you a heads up, currently the worms from wave 35? onward (the red ones) are gaining invincibility for some reason. I am not sure if this is intentional or not but I was hard targeting them and they weren't taking any damage or having the cold effect applied. I played prior to this past weekend and didn't notice it happening.
Hmm, it might be a bug in the current version. I will try to see what caused it and fix it. Do you, perhaps, have a clip or something so I can see it better?
I did not have a clip, however I just tried to recreate it and it seemed to be working fine. I almost wonder if it had something to do with the upgrades I had chosen, I had Orbital, Freeze, and armor shred all levelled somewhat high along with bullet speed of 12x. It happened that the worms were making it through Orbital (which is somewhat normal) and then they would make it right next to me, no longer moving, and the shots would be raining down on them but doing nothing as they chipped away at me. Eventually the game would allow damage on them after I would get hit 3 or 4 times from each.
I was able to get it to happen again, I attached the video, it seemed to only happen during Fast Forward if that helps at all, on regular speed it didn't seem to happen. (Sorry for the horrible quality and music lol)
If you slow the video to 0.25 speed you can see it quite clearly.
Yep, the video is quite clear, not even one of the fireballs was registered, and I saw that sometimes the orbital flames wouldn't register as well. I'm gonna try to fix that. Which version was this? Android, Windows, or HTML?
I noticed the first time that it would eventually kick in but this time around it didn't even register once which was odd, this was on HTML (Google Chrome specifically) I may try it on Android at some point as well, I can give feedback if I notice it there as well, but maybe it's just a browser based issue.
All updates will apply to windows and mobile in some way or another. The html version will eventually be just a demo since Im not particularly focused on optimizing it
The Rogue-lite update will take a while because I intend to release it all at once. But in the meantime, I will be adding some new abilities and code optimizations. If you end up making a video about it tag me afterwards :)
whenever i picked up the purple upgrade that lets you have 3 gold augments, the augments didn't show up in the augment tab. they visually didn't appear on the augments tab but on the effects tab, i saw it did make my lava pool bigger
edit: after awhile, nothing was still updating on the augments tab, but the effects and stats were still updated
I've updated the game and changed some things. Previously, the most recent augments were displayed on the right, but now they are on the left. For more changes, you can see the v1.1.2 changelog.
edit: If this problem still persists plz tell me again
game is an easy 10/10, just a couple notes. there is a really annoying glitch where in the web version if you leave the tab or scroll to the comments you don't deal any damage, but the enemies do, which has ended many of my runs prematurely. also, maybe add a bit of metagame content, like a currency to unlock new cards when you die. because right now dying is super frustrating. also armor breaking is ridiculous, i reached the gray turtles and did 40 damage per shot, unlocked the armor shred and instantly started doing 200 dps.
There will most definitely be meta-game content in the future. Regarding the HTML bug, I highly suggest using the Windows/Android versions as the final product will not be deployed to HTML. Consequently and unfortunately, I'm not particularly focused on solving HTML-based problems.
it would be nice to see how much dmg my orbital balls are doing, also the random soft locks at higher levels are annoying. Otherwise, the game is great
In the future, there will be more pages in the final stats to show each of your ability's stats. For example, you will be able to see how much damage and how many pools your Lava Pool ability has generated.
I have a theory for why the soft locks happen. If you double-click an augment when picking it you will get soft-locked in the next round. I have already fixed this issue but I haven't deployed that version yet.
Enjoying this game quite a bit! As a note for the Windows version, it'd be nice if there was an option to play in windowed mode. Otherwise, no complaints so far.
Fun game. I look forward to to the rogue-lite elements.
There's an odd behavior I noticed in the "Assasin's Path" effect - the armor penetration had very little effect until I got close to 100%. I went from doing ~80 dmg to ~300 from 60-100%. I'm guessing the armor damage reduction doesn't scale linearly, but it's frustrating to have that effect do almost nothing until you can stack enough armor pen.
Also, once you do get that effect near 100%, that makes Shredding Flames useless. Since Assassin's Path has the additional effect of executing enemies on low life, I'd suggest maybe adding a different secondary effect to Shredding Flames as well so it will still do something even if you have both effects. IMO Shredding Flames is stronger especially at lower levels, so if there is some secondary effect it shouldn't be too strong.
the Assassin's Path skill was not really tested that much to be honest so there might be some bugs. I will test it out and see if it's working properly.
And yes I agree that Shredding Flames becomes useless at 100% armor penetration, I plan to eventually cap the armor pen at around 50% just like the execution.
In the first stage, I pumped up the shooting speed and bullet speed, and also pumped up the damage & accuracy a little. Then, on the first ability, I chose vampirism, and started pumping only it. After a few improvements, vampirism will heal you a lot (!) of health almost every shot. After that, when the pumping of vampirism reaches its limit, it will be much easier, and even a bunch of turtles that come close to you will not be able to kill you, since you are constantly being treated. And then everything will go much easier, and it will be fun to pump in the rest of the abilities.
Yeah, I'm having like a god like run right now (actually since yesterday, have it open in the background). am currently at level 154 or something, but basically I cant die anymore since those turtles jsut die before they can even touch .
Only reason why I am not further is cause I have to switch back to the game every now and then and click an upgrade. and my notebooks fans running pretty wild, so dont wanna risk it shutting down due to heat.
but basically could get any score I want with enough time. if you reach level 60, you have basically made it :-)
Edit: I'm currently level 338 and still counting :-)
Still seem to have 1 ability left to get though, luck wasnt on my side yet to have it offered
Nice game, made it to like wave 20 in my first try (those turtles jsut take way too many hits to kill) all following tries jsut get worse and worse. I'm surprised I dont even die to a bunch of snakes yet :-/
The +N gamble augments are able to pick themselves, as such, if you pick the silver augment that gives you +2 random silvers, the random silvers that you get can be another +2 random silvers, and so on.
Tbh when I was coding I didn't even realize that was happening until a Reddit thread started discussing the meta. And yes, that is indeed OP, I'm still trying to balance the game a bit. I pretend to remove this feature in the future as a nerf, while also make it so "Warm Soup" doesn't appear while you are at full health as a buff.
I really love the game, there are a few QoL things I would love to see added (or even add myself if you are willing to collaborate). I just ran into my first bug, I softlocked after killing every enemy at round 108 the augments screen did not come up. (in the downloaded version)
when I go to download via the itch.io app, it isn't showing the windows version, and for some reason, clicking the download button there isn't working either, I guess I should probably try without the app lol
love this game so far! Incase you are willing to fix the html crashes, you always get a crash when you double click an upgrade. It'd also be cool for this to be a rougelite instead of rougelike.
Other additional content ideas: - bestiary so we can see the stats of the different enemies we encounter (and see how to strategize against them) - compendium of upgrades so we can see what our options are as we encounter them and think of synergies we might wanna try
I am REALLY enjoying the game, some runs are kinda just a bust when my luck is bad, but! the good runs are so good it's worth having the occasional bad egg. I like the graphics and the gameplay too!
Is there any Meta Progression planned? having some sort of currency (embers perhaps?) to a skill tree or power up shop that will affect every run?
Yep, that is definitely on the to-do list as a priority! Actually, I was just gonna use simple coins as currency, but honestly, I like your idea best.
The problem that I have right now is coming up with a good meta-progression system. My first idea is to be able to increase certain augment caps and/or initial base stats. The second is to develop sort of like skill trees for the ability-related augments. For example, the lava pools can be upgraded in 4 distinct ways (size, damage, duration, probability), as such, some of these you would have to unlock through the skill tree.
Could do "basic" upgrades to affect stats +5% accuracy 0/5 +5% hp 0/5 +5% attk spd 0/5 +5 armor 0/5 +0.5 bullet spd 0/5
so they'd cap out @ 25% which is a decent starting point more expensive ideas'd be like.
+3% chance to get gold attribute cards on lvl 0/5 (caps @ 15%) +1% chance to double card bonus for the level (caps @ 5%) +1 banish 0/3 (so we can banish a card we dont have to see again if it doesnt fit our builds)
somethng like that. that way you dont have to make a dozen "skill trees" for each upgrade path, you just change the chances we get something better on lvl up.
Those are some good ideas. I have also been thinking on being able to upgrade the augment itself: Let's imagine the silver atk speed augment gives +20 atk speed at the start of the game. Then, with some meta-upgrades, you would be able to turn that card into a more powerful version.
Right now I'm still optimizing the game and want to add a couple more abilities but after that, I will focus primarily on this rogue-lite topic
Very fun game, it just needs to be a bit more balanced. For instance, I find that the accuracy is maybe a bit too low at the start. Then, some effects are way more powerful than others, I tried different builds and it seems that orbital + ice is the strongest one.
A nice improvement would be to add some meta upgrades which boost initial stats, or increase the probability of getting effects that have a good synergy.
It's a really fun game and I definitely echo the sentiment of wanting to see it expanded with meta progression and maybe even more content. That being said, I gotta say it feels a little bit like swallowing a bug to read multiple posts about how good the +N upgrades are and repeatedly get multiple soups at full health. Would genuinely rather see the individual upgrades be made slightly punchier to compete and the complete scrapping of the 'quantity over choice' option than have that keep happening, but maybe that's just me.
Edit: I dunno if you want unsolicited ideas, but what about a meta-upgrade to give a chance to pick multiple upgrades per cleared wave instead when you get around to those?
Glad you enjoyed it! And yes, Im more than open for suggestions, especially about the meta-game progress since I would like to implement that somehow.
As for the “bug” about the soups. I noticed that as well and it is not hard to fix, but since the +N augments were really strong I didn’t fix that as a sort of nerf. Once I balance the game a bit better I intend to take care of that
reached round 60 and from then on game started lagging, on round 62 game froze after the round ended and didn't get the reward so i had to close the game. Still great
It was the windows version, it works better than the html but still lags a bit. It's normal since there was too many particles with my 10 attack speed with lava pools burst shots and blue color fire fighting againts 1000 turtles.
Thank you very much that was actually a lot of feedback! It seems that the people on Reddit are complaining about crashes, to fix that I would suggest playing the Windows version that can be downloaded on this page. I'm also working on balancing the game since I think the random +N augments are indeed too strong compared to the others
A super fun little game. One quick bug(?) note and a request/suggestion. - I got soft locked when I died with the menu open. The "Menu" button disappeared, so I had no way to close it, and all the other buttons to do things like start a new run were covered up by the menu - I think the game should start with a choice. As it is, the first round is something you just have to wait through every run and hope you don't get screwed over by REALLY bad fireball targeting RNG. Runs only start to branch once you start choosing powerups
I'm gonna try to fix the bug asap, it should not be very complicated. Although it's not said in the game you can press [Esc] to open and close the menu as well so while it is not fixed use that alternative.
I was questioning myself whether to allow players to make a choice at the very beginning but since I'm thinking of expanding the game into a sort of rogue-lite there will be other ways to make each run different from the start
Best I've done so far. Probably done for now unless again some upgrades between runs get brought in. Really enjoyed. Thanks for making. I'll hopefully notice if you further develop and put it on steam cause I'll want to get that.
Crashed first game at the first augment with the attack speed one, crashed second game second augment with the same augment, crashed in round like 15 with the hard work augment, still can't finish a single game through crashes but this game is great. I'll keep coming back. I don't know if crashes are game wise or are because i use opera gx, i'll try with chrome next itme.
Windows version worked, all problems are HTML based so downloading makes it work with 0 errors. Also got to 25 rounds after a lot of tries. This game is really addictive! Wp
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I don't think anyone has said this so far so I want to say it so it doesn't get overlooked. I just want so say how much I appreciate the fast forward button. Especially in lieu of meta progression (which I'm very excited to hear you are planning) successive playthroughs are far more doable thanks to that button.
Thanks a lot man feels good to hear
I have been absolutely loving this game, but as I've been playing, as I get to higher levels of accuracy, I stop dealing damage. I've noticed it mostly only happens against the snakes, but not just them.
I am playing on the web version, so that might be the cause, but other than that, fantastic game, and I hope to see it grow.
It appears that that bug has happened to other people as well. I’m trying to see what I can do because not hitting your shot especially against the red caterpillars is frustrating. Either way thank you a lot for the feedback
I got the Tier 3 random augment ability and got Fire Dance for each one
You can get repeated augments in the +N random augments so that is not a bug. I would say that you are lucky because +180 attack speed in 1 round is pretty good
the game froze after I finished a round
Just giving you a heads up, currently the worms from wave 35? onward (the red ones) are gaining invincibility for some reason. I am not sure if this is intentional or not but I was hard targeting them and they weren't taking any damage or having the cold effect applied. I played prior to this past weekend and didn't notice it happening.
Hmm, it might be a bug in the current version. I will try to see what caused it and fix it. Do you, perhaps, have a clip or something so I can see it better?
I did not have a clip, however I just tried to recreate it and it seemed to be working fine. I almost wonder if it had something to do with the upgrades I had chosen, I had Orbital, Freeze, and armor shred all levelled somewhat high along with bullet speed of 12x. It happened that the worms were making it through Orbital (which is somewhat normal) and then they would make it right next to me, no longer moving, and the shots would be raining down on them but doing nothing as they chipped away at me. Eventually the game would allow damage on them after I would get hit 3 or 4 times from each.
I was able to get it to happen again, I attached the video, it seemed to only happen during Fast Forward if that helps at all, on regular speed it didn't seem to happen. (Sorry for the horrible quality and music lol)
If you slow the video to 0.25 speed you can see it quite clearly.
Yep, the video is quite clear, not even one of the fireballs was registered, and I saw that sometimes the orbital flames wouldn't register as well. I'm gonna try to fix that. Which version was this? Android, Windows, or HTML?
I noticed the first time that it would eventually kick in but this time around it didn't even register once which was odd, this was on HTML (Google Chrome specifically) I may try it on Android at some point as well, I can give feedback if I notice it there as well, but maybe it's just a browser based issue.
Will the updates apply to all versions like html and windows and mobile?
All updates will apply to windows and mobile in some way or another. The html version will eventually be just a demo since Im not particularly focused on optimizing it
excitied about the update, might make a video on it soon!
The Rogue-lite update will take a while because I intend to release it all at once. But in the meantime, I will be adding some new abilities and code optimizations. If you end up making a video about it tag me afterwards :)
do you have a yt you want me to link?
As of now I don't, I will make one for some more detailed devlogs that are not just bug-fixing
whenever i picked up the purple upgrade that lets you have 3 gold augments, the augments didn't show up in the augment tab. they visually didn't appear on the augments tab but on the effects tab, i saw it did make my lava pool bigger
edit: after awhile, nothing was still updating on the augments tab, but the effects and stats were still updated
I've updated the game and changed some things. Previously, the most recent augments were displayed on the right, but now they are on the left. For more changes, you can see the v1.1.2 changelog.
edit: If this problem still persists plz tell me again
game is an easy 10/10, just a couple notes. there is a really annoying glitch where in the web version if you leave the tab or scroll to the comments you don't deal any damage, but the enemies do, which has ended many of my runs prematurely. also, maybe add a bit of metagame content, like a currency to unlock new cards when you die. because right now dying is super frustrating. also armor breaking is ridiculous, i reached the gray turtles and did 40 damage per shot, unlocked the armor shred and instantly started doing 200 dps.
There will most definitely be meta-game content in the future. Regarding the HTML bug, I highly suggest using the Windows/Android versions as the final product will not be deployed to HTML. Consequently and unfortunately, I'm not particularly focused on solving HTML-based problems.
thank you for replying!
i have nothing else to add, besides a reminder that your game is very fun!
it would be nice to see how much dmg my orbital balls are doing, also the random soft locks at higher levels are annoying. Otherwise, the game is great
In the future, there will be more pages in the final stats to show each of your ability's stats. For example, you will be able to see how much damage and how many pools your Lava Pool ability has generated.
I have a theory for why the soft locks happen. If you double-click an augment when picking it you will get soft-locked in the next round. I have already fixed this issue but I haven't deployed that version yet.
that soft lock theory makes sense, it crashes the game on web when you do that
Enjoying this game quite a bit! As a note for the Windows version, it'd be nice if there was an option to play in windowed mode. Otherwise, no complaints so far.
Thanks for playing! I'm gonna keep that in mind, shouldn't be too difficult
Fun game. I look forward to to the rogue-lite elements.
There's an odd behavior I noticed in the "Assasin's Path" effect - the armor penetration had very little effect until I got close to 100%. I went from doing ~80 dmg to ~300 from 60-100%. I'm guessing the armor damage reduction doesn't scale linearly, but it's frustrating to have that effect do almost nothing until you can stack enough armor pen.
Also, once you do get that effect near 100%, that makes Shredding Flames useless. Since Assassin's Path has the additional effect of executing enemies on low life, I'd suggest maybe adding a different secondary effect to Shredding Flames as well so it will still do something even if you have both effects. IMO Shredding Flames is stronger especially at lower levels, so if there is some secondary effect it shouldn't be too strong.
the Assassin's Path skill was not really tested that much to be honest so there might be some bugs. I will test it out and see if it's working properly.
And yes I agree that Shredding Flames becomes useless at 100% armor penetration, I plan to eventually cap the armor pen at around 50% just like the execution.
Yo, to get back on this, I was studying the way I implemented the armor pen which is:
(And yes, I know this can be simplified by canceling out the EnemyMaxHealths)
If we consider the following:
Then the Effective Damage plot would end up like this:
This is all to say that you were correct and indeed doesn't scale linearly, I will try to fix this in a future update
Edit:
I think I got it
Im sure I can keep playing, since all the skills are fully pumped, but Im bored just sitting and watching my blue light burn turtles ;D 200 round
how in the holy nova did you do this? :O
In the first stage, I pumped up the shooting speed and bullet speed, and also pumped up the damage & accuracy a little. Then, on the first ability, I chose vampirism, and started pumping only it. After a few improvements, vampirism will heal you a lot (!) of health almost every shot. After that, when the pumping of vampirism reaches its limit, it will be much easier, and even a bunch of turtles that come close to you will not be able to kill you, since you are constantly being treated. And then everything will go much easier, and it will be fun to pump in the rest of the abilities.
Yeah, I'm having like a god like run right now (actually since yesterday, have it open in the background).
am currently at level 154 or something, but basically I cant die anymore since those turtles jsut die before they can even touch .
Only reason why I am not further is cause I have to switch back to the game every now and then and click an upgrade.
and my notebooks fans running pretty wild, so dont wanna risk it shutting down due to heat.
but basically could get any score I want with enough time.
if you reach level 60, you have basically made it :-)
Edit: I'm currently level 338 and still counting :-)
Still seem to have 1 ability left to get though, luck wasnt on my side yet to have it offered
the turtles really thought they could revert cimate change
Nice game, made it to like wave 20 in my first try (those turtles jsut take way too many hits to kill)
all following tries jsut get worse and worse.
I'm surprised I dont even die to a bunch of snakes yet :-/
The "snakes" in rounds 30-35 are the real deal
Haven't really found any good path there...
I mostly buy damage upgrade, like higher reload speed, damage speed, etc.
or shotgun shot or such.
but this only works a certain time :-(
may be dumb but i think gamble augments give what they say+1 could be wrong tho (html)
They are working correctly as far as I know.
The +N gamble augments are able to pick themselves, as such, if you pick the silver augment that gives you +2 random silvers, the random silvers that you get can be another +2 random silvers, and so on.
wait thats OP, why?
Tbh when I was coding I didn't even realize that was happening until a Reddit thread started discussing the meta. And yes, that is indeed OP, I'm still trying to balance the game a bit. I pretend to remove this feature in the future as a nerf, while also make it so "Warm Soup" doesn't appear while you are at full health as a buff.
Love it!
I really love the game, there are a few QoL things I would love to see added (or even add myself if you are willing to collaborate). I just ran into my first bug, I softlocked after killing every enemy at round 108 the augments screen did not come up. (in the downloaded version)
Good but feels very rough aiming nd auto aim gets less and less reliable
the windows download doesn't seem to be working
I can't understand what's going on in that screenshot. Did this problem occur while downloading it or playing the game?
when I go to download via the itch.io app, it isn't showing the windows version, and for some reason, clicking the download button there isn't working either, I guess I should probably try without the app lol
this game is great! it would be nice to be able to click on enemies to select which one you can attack though :>
you can
oh wait my mouse was unplugged and i didn't notice :>
oopsie daisie
I just beat the game i think, anyways, you should make a discord for all your projects
love this game so far! Incase you are willing to fix the html crashes, you always get a crash when you double click an upgrade. It'd also be cool for this to be a rougelite instead of rougelike.
just noticed you said you were turning it into a rougelite lol, whoops
hey! is the effect of Flamethrower retroactive? or is it optimal to wait until your flame per second is already high to take it
Its definitely better to take it once you have around 3-4 atk speed
Other additional content ideas:
- bestiary
so we can see the stats of the different enemies we encounter (and see how to strategize against them)
- compendium of upgrades
so we can see what our options are as we encounter them and think of synergies we might wanna try
Yes, that will definitely be added in the future thank you!
All I see in Windows version is a black screen. Browser version works, but it's so laggy, that it's a slide-show.
I am REALLY enjoying the game, some runs are kinda just a bust when my luck is bad, but! the good runs are so good it's worth having the occasional bad egg.
I like the graphics and the gameplay too!
Is there any Meta Progression planned?
having some sort of currency (embers perhaps?) to a skill tree or power up shop that will affect every run?
Yep, that is definitely on the to-do list as a priority! Actually, I was just gonna use simple coins as currency, but honestly, I like your idea best.
The problem that I have right now is coming up with a good meta-progression system. My first idea is to be able to increase certain augment caps and/or initial base stats. The second is to develop sort of like skill trees for the ability-related augments. For example, the lava pools can be upgraded in 4 distinct ways (size, damage, duration, probability), as such, some of these you would have to unlock through the skill tree.
If anyone has suggestions I am all ears!
Could do "basic" upgrades to affect stats
+5% accuracy 0/5
+5% hp 0/5
+5% attk spd 0/5
+5 armor 0/5
+0.5 bullet spd 0/5
so they'd cap out @ 25% which is a decent starting point
more expensive ideas'd be like.
+3% chance to get gold attribute cards on lvl 0/5 (caps @ 15%)
+1% chance to double card bonus for the level (caps @ 5%)
+1 banish 0/3 (so we can banish a card we dont have to see again if it doesnt fit our builds)
somethng like that. that way you dont have to make a dozen "skill trees" for each upgrade path, you just change the chances we get something better on lvl up.
Those are some good ideas. I have also been thinking on being able to upgrade the augment itself: Let's imagine the silver atk speed augment gives +20 atk speed at the start of the game. Then, with some meta-upgrades, you would be able to turn that card into a more powerful version.
Right now I'm still optimizing the game and want to add a couple more abilities but after that, I will focus primarily on this rogue-lite topic
Very fun game, it just needs to be a bit more balanced. For instance, I find that the accuracy is maybe a bit too low at the start. Then, some effects are way more powerful than others, I tried different builds and it seems that orbital + ice is the strongest one.
A nice improvement would be to add some meta upgrades which boost initial stats, or increase the probability of getting effects that have a good synergy.
It's a really fun game and I definitely echo the sentiment of wanting to see it expanded with meta progression and maybe even more content. That being said, I gotta say it feels a little bit like swallowing a bug to read multiple posts about how good the +N upgrades are and repeatedly get multiple soups at full health. Would genuinely rather see the individual upgrades be made slightly punchier to compete and the complete scrapping of the 'quantity over choice' option than have that keep happening, but maybe that's just me.
Edit: I dunno if you want unsolicited ideas, but what about a meta-upgrade to give a chance to pick multiple upgrades per cleared wave instead when you get around to those?
Glad you enjoyed it! And yes, Im more than open for suggestions, especially about the meta-game progress since I would like to implement that somehow.
As for the “bug” about the soups. I noticed that as well and it is not hard to fix, but since the +N augments were really strong I didn’t fix that as a sort of nerf. Once I balance the game a bit better I intend to take care of that
reached round 60 and from then on game started lagging, on round 62 game froze after the round ended and didn't get the reward so i had to close the game. Still great
Sorry for the inconvenience. Has this occurred in the Windows version or the HTML one?
It was the windows version, it works better than the html but still lags a bit. It's normal since there was too many particles with my 10 attack speed with lava pools burst shots and blue color fire fighting againts 1000 turtles.
I took the liberty of posting your game on reddit, there's a good amount of feedback:
https://www.reddit.com/r/incremental_games/comments/18bl5tg/wildfire_by_salvador...
Thank you very much that was actually a lot of feedback! It seems that the people on Reddit are complaining about crashes, to fix that I would suggest playing the Windows version that can be downloaded on this page. I'm also working on balancing the game since I think the random +N augments are indeed too strong compared to the others
A super fun little game. One quick bug(?) note and a request/suggestion.
- I got soft locked when I died with the menu open. The "Menu" button disappeared, so I had no way to close it, and all the other buttons to do things like start a new run were covered up by the menu
- I think the game should start with a choice. As it is, the first round is something you just have to wait through every run and hope you don't get screwed over by REALLY bad fireball targeting RNG. Runs only start to branch once you start choosing powerups
Hey, thank you for the feedback!
I'm gonna try to fix the bug asap, it should not be very complicated. Although it's not said in the game you can press [Esc] to open and close the menu as well so while it is not fixed use that alternative.
I was questioning myself whether to allow players to make a choice at the very beginning but since I'm thinking of expanding the game into a sort of rogue-lite there will be other ways to make each run different from the start
Best I've done so far. Probably done for now unless again some upgrades between runs get brought in. Really enjoyed. Thanks for making. I'll hopefully notice if you further develop and put it on steam cause I'll want to get that.
Crashed first game at the first augment with the attack speed one, crashed second game second augment with the same augment, crashed in round like 15 with the hard work augment, still can't finish a single game through crashes but this game is great. I'll keep coming back. I don't know if crashes are game wise or are because i use opera gx, i'll try with chrome next itme.
Thanks for the feedback! You can always try the Windows version, as far as I'm aware that version doesn't usually crash
Windows version worked, all problems are HTML based so downloading makes it work with 0 errors. Also got to 25 rounds after a lot of tries. This game is really addictive! Wp
27 rounds!!
this could be a really fun mobile game
Hi ! I was not excpecting to have that much fun when I first launch the game :)
That's actually funny and if you add a bit more content and visual effect the game could be even better :)
Maybe with a bit of roguelike genre, for every round you do you get 1 star that can be spend to get bonus ^^
Nice little game ^^
I agree, this is really fun! I think that more stuff could be added, but absolutely love the idea so far!