rolling lower than my opponent literally every single time two fights in a row tells me that's the intended design.
if not, insanely bad luck. either way, insanely bad design :)
rolling lower than my opponent literally every single time two fights in a row tells me that's the intended design.
if not, insanely bad luck. either way, insanely bad design :)
uhm... can't get powerups when projectiles are over them. how hideously annoying.
also no upgrades shop etc. makes a shmup pointless.
The hitbox of the powerups are bigger than the projectiles and are slower than any projectiles.
That mechanic is inspired from Touhou 7, including the upgrade system.
you obviously didn't normalize velocity when jumping at an angle rofl. how could someone miss that?
in short, you jump diagonally at sqrt(2) times the velocity you should. it makes platforming very awkward and you're going to fix it and then reply to this review (or private message but i prefer a response here. my messages are already a very busy space and i have higher priority messages i need to address on a regular basis)
This was made in a 2 week game jam and the velocity is controlled by the x-axis only, the y is controlled by impulses. There is a max x velocity cap in the game, but it doesn't account for the physics drag which can create a slow-down when landing.
The game feels fine when I test it, the level designs are made around the mechanics I've made. If you're experiencing any trouble, I would suggest trying the downloadable version on itch.io
didn't like the timer. liked everything else
add a die face type that adds time to your timer. (not a request)
why is the name of this tyro clicker..?
everything about the sound and graphics was poorly done.
i seriously dislike brawlers. that said, i can see that this is a good one
his is so great and polished and clever. i stopped when i beat level 16 and went straight to steam.
Thank you so much! I hope you'll like it :D
cute but lacks lect
10/10. 100%'d the steam version years ago.
Joined on 2/19/05