Thank you!
Dragonside Studios
Creator of
Recent community posts
I'm running trap link:
stun trap- we can't move out of our square for 5s.
invisible trap - our character is invisible for 30s.
fast trap- triple move speed for 15s.
slow trap - halve move speed for 15s
reverse trap - reverse WASD for 30s
screen flip trap - render text backwards in messages for 5 messages.
zoom trap - render only 3 tiles (instead of I think 5?) until you leave this room
death trap - immediate death
Played the patched version through.
Great visual style
I would increase regen 20x when next to a barrel as it already doesn't go above half health
perhaps make every jump as powerful as the up-jump and raycast to ceiling to give an even more powerful one to snap to the top
glorping under the fan will softlock until death
sound when failing to glorp could maybe be something other than a 'good' sound, maybe Gary says 'I can't'
All good! thanks for playing!
one strategy is to break all the caps first, then to go for the cores.
also, detonating early if you're not fast enough to get to the core allows you to get back to defending.
another strategy is letting other turrets die so that your favorite one is at max power.
Lastly, make sure you're using the boost to get to the tunnels, it helps reduce time for them to spawn!
I thought we had a voice line that noted it, but you can use the left/right arrow keys to switch, as well as num row 1/2/3/4 for specific turrets, or num pad 2/4/6/8 for specific turrets based on N/S/E/W.
I hear you on the enemies hitting hard, however-
We made sure that the game compensated for losing a turret, speeding up other turret fire rates and reload speeds.
Let me know if anything else comes to mind!
In unity there are a few approaches.
The first one is to use Fixed update, which fires on a regular interval instead of at the end of every frame, so framerate independent. I don't think that works well for input though.
Secondly, you can multiply things by time.deltatime, which is the difference in time between the last two frames. When you do this, it can help keep things like move speed consistent. I did this to my mouse input and I think that's the issue- you should only add it to things you need to.
I'm not actually sure why it behaves how it does, but for my next FPS I will be sure to completely revisit and rework my look mechanism approach.
Sadly there are 0 shaders harmed while making this game
I'm using a render texture, where I render the camera to a texture, then overlay that texture to the screen. I can then reduce the image size to make it more 'crunchy'.
If I had more time, a custom renderer would have been way more resource efficient, but this runs well enough in browser.


