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by TeMPOraL
64 days ago
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Thanks for the feedback! Given how easy the port is, I'm now inclined to fix a few things to make it properly playable, so I'll address it :). I agree, the moment I launched the ported version I remembered the core annoyance in playtesting was always the ball spending most of its time off-screen, with player waiting for it to maybe come back. I was thinking to solve it more by scaling - zooming out, like in the original game that inspired this - Warheads SE[0]. On the levels, looking at the code I _think_ I originally wanted fixed levels loaded from data files, the randomized order and lack of replay/progression was a way to cut scope for what was a contest entry. -- [0] - https://www.myabandonware.com/game/warheads-se-in5 |
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the only thing missing is a manual zoom or pan so that i an get more freedom to control the starting direction. some level are not solvable because the starting vector needs to go further up than the space allows.