comments for Time Survivor
sort: go backdeveloper response: Thank you!
We are aware of the aiming system problem, we are actively working on it, probably today we push an update with the option of using the mouse just like a normal top-down shooter
developer response: Thank you so much! We are improving the aim system right now, going to release a patch very soon
developer response: Thank you for the feedback!
Unfortunately the code behind the trail is pretty inefficient, that's probably the reason of the frame drop, we are currently undergoing a period to refactor and hopefully the performance will improve
developer response: Thank you for the feedback, we are releasing a patch very soon
Generally a nice concept, but lag and upgrades that make your experience worse (at least for where I am at - which is likely not close to the end) put me off, I'll try the desktop version at one point, but for now i'm done with it.
developer response: Thank you for your feedback!
We should definitely improve some performance issues, for now, I suggest you try the desktop version until we hopefully fix the web version.
As for upgrades, you have to be strategic in how and what you buy, an undo button could help a lot to prevent soft locks.
Also without the lag you would probably have a better experience anyways
Other than that its fun
developer response: Thank you so much! It was because we wanted to make an hybrid system that could work for both joypad and mouse, but since for now we don't fully have joypad support ready, we will abandon this idea for now and implement a regulat point and click system
developer response: we are releasing a patch right now, so that's probably why(?)
WHO THE HELL THOUGHT MAKE A BOSS INSTA-KILL THE PLAYER IS A GOOD IDEA????
developer response: I get the frustration, but we like hard games, think of it as Dark Souls 2D ahahahah
anyways, a difficulty system is planned, but will probably take a bit of time
developer response: Wow!
That's hardcore mode ahahahah
Btw that was a mode used in the early early stages of the game development, that we keeped in but did not receive much support later on, that's probably why some old code (like hiding the cursor) are still in there.
We should probably revise its code and give that mode even more support since it is used by quite a bit of players!
developer response: Thank for the feedback!
It is kind of intended that once you reach the boss for the first time you feel "weak" while the boss seems "unbeatable" to me this makes it much more satisfying once you actually beat it!
But yeah probably for a first boss it is indeed too difficult.
Right now I am kind of ok with it as it is our first AND last boss.
Later on when we will have more bosses we will probably scale down its difficulty.
I would love to hear your feedback on how to balance the boss in our Discord server!
developer response: Thank you for the feedback!
We enjoy difficult games, and we wanted to give players a challenge to be proud of accomplishing.
But yes probably the leap is too big.
I wonder, which upgrades have you got?
I would love to hear your suggestions on how to make the boss battle easier while keeping it challenging in our Discord server!
Would appreciate it if there was some more quality options such as an indicator when your dash is off cd (i.e. the indicator flashes green/orange/white) as well as upgrades to increase the dash hitbox to make it a bit forgiving. Not that the difficulty is too hard, but there's many times where I felt like I'd just go straight through an enemy, even taking damage from them but not dealing any. If you plan on expanding this game as well, I believe the pacing of this section could be pushed a bit faster. Having basically 0 enemy variety does start to drag the game on, and the enemies aren't particularly hard to dodge even at max modifiers. The dash attack mechanic was a welcome change of pace but it eventually becomes pretty one dimensional once you figure out the best way to farm the enemies.
If you haven't already, I'd take a look at Nodebuster for inspiration. It has a very similar style and a simplistic expanding gameplay structure but it does manage to keep the game paced well and continually expansive until around the end. However at the same time, I believe it would be in your best interest to try to deviate a little from its structure as well and add more concepts of your own.
I'd also consider creating less circles or finding a way to handle their movement more efficiently when buying upgrades. Towards the later sections, there's a significant lag spike whenever an upgrade is bought. I know Godot does garbage collection for you but I'd still consider finding a different solution than you're currently using.
developer response: Thank you so much for the thoughtful feedback!
We definitely took inspiration from node buster, but we are trying to make a much more active an challenging game!
As for the CD od the Dash, definitely, I think like glow when ready would solve most issues!
As for the pacing, yes, we could make it faster and we definitely plan on adding much more content and variety :)
I'm glad you liked the game and are willing to see the full release, you can wishlist it now on Steam!
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1. Enable cursor. Right now I have no idea where I'm aiming in "dash towards the cursor" mode. It will also help to see if the cursor is moving away from the window in the "relative to ship" mode.
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2. I'm assuming your "relative to ship" mode operates by adding a child object to the player object and translating cursor movements to it. What you want to do, is take the relative position of the child object to the player object and normalize that vector (divide by it's own length so that it's length becomes 1 while preserving the direction). You might also want to multiply that resulting vector by some constant (and better yet add an option in the settings for what that constant would be for players to control). And then position the child object at that position relative to the ship. This will result in the cursor always staying at a set distance away from the player object, which will make controlling of the direction you dash towards much more intuitive.
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3. This is not about the controls, but it is about the dash. You want to keep the invulnerability going for a bit longer after the dash finishes. You'll have to play with the actual timing, but right now it sometimes feel like you dash into the enemy and still get hit when you feel like you shouldn't.
developer response: Have you tries going into settings > controls > point and click?
you need mouse and keyboards to play
that's very strange, this does not happen to us during playtesting
these hitboxes are absolutely HORRENDOUS
also when i stun the big guy, the "line" in back of him KEEPS EXPANDING, meaning i ALWAYS run into the damn thing after dashing into him
ALSO, the lines that are so faded out that you can barely see them STILL deal 999 damage
developer response: Sorry, the Itch embed link changed without notifying us, it should work now
developer response: Sorry, the Itch embed link changed without reason.. it should be playable now


















developer response: Thank you! We are currently working on it, going to release a patch very soon