This game sounds really cool! I am considering buying it.
Unpostulated
Creator of
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Much of the game-play is solid. But there are two minor problems that shouldn't be too hard to fix.
1. The motion is sudden. It would be better if there was more "momentum". Meaning that acceleration to top speed and stopping is not instant. This is especially true in space where there isn't any friction.
2. There are invisible boundaries. Maybe wrap-around would be better, or to spawn new enemies around you?
I may have a little time to play around with your GitHub repo, I will let you know if I stumble on anything.
This maze takes me back to engineering 101 where we learned how to draw top, front, and right views of parts on special graph-paper.
Video games are in a sense the perfect communication medium. They can have text, graphics, interactive demos, and much much more. I hope to one day develop a proper 4D engine (with lighting, shading, occlusion, textures etc) in order to visualize polytopes and other objects.
"Run, collect, run, upgrade, run, shoot, run, run, run". The 8-bit cemetery starts out easy enough, but the ghost and ghouls get faster and faster. Gamedev definitely stress-tests "clean code" practices. I am inspired by *Factorio* (the blogs were recently resumed) as a large-scale, performant, highly stable game.