Afterthoughts
Physics
Very naively I had full physics simulation in this game. This caused a host of complications, and also limited the performance. The simple truth is that only the player actually needed to model physics, all of the other entities could have done away with rigidbodies aftera little bit of extra scripting. I think part of the reason for this mistake is that I went into this game wanting to make something more physics-based, so my first step was to slap full physics on every object. I should have forseen the number of entities I was expecting on the board at any one time (a lot) and removed the unnescessary computation.
Variety
A couple more enemies could have done a lot here, with a new mechanic or two the gameplay could feel very different between runs. Right now every run is roughly the same, except for the obstacles and some spawn RNG.
Clarity
From quite a few comments the main mechanic of this game was not apparent. Now while it is fun to discover what is unique about a game, it was clearly too hidden for most people. This was 100% preventable, I did not put any sort of visual effect to indicate the source of the time slowing down, and honestly the time slow down was gradual enough that people may not notice for a while or may attribute it to performance.
Files
Time Defense
Placed in a clock to defend the flow of time, your challenge is to destroy the aliens before your time is up.
More posts
- Final TouchesMay 31, 2020
- Implementing the PlanMay 23, 2020
- Starting Out by PlanningMay 20, 2020
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