Also an enlarging of the safe space in Pulsating Grid would be a good thing to be able to survive and fight against the surrounding chickens specially if slobs or cowards are infront of us.
The point of danger zones from below is to get you to move if the most common spacecraft starting position (namely, middle of the screen, towards the bottom) is unsafe at the start of a wave. If you move at the extreme edges of the screen in any direction, then you’re in danger of getting crushed by appearing enemies. It’s not the job of the danger zone to teach you that – you must realize it yourself.
He had already explained that handling the sells of squadrons is a maintenance hell because there’s a lot of information that needs to be updated when that happens. If I was developing a game and had a chance to avoid the thing I don’t want to code, I would vote “no” too.
I need to vote something, otherwise I can’t see the poll results But, yeah, regardless of how many people support this or not, I don’t see it happening. It’s too much hassle for too little payoff.
IA, can you remove Danger Zone in wave “Surfing the Wave”? It looks unnecessary.
Also can you increase Chick Gun’s cooldown in wave “Treasury” in lower difficulties?
Hello iA, I have a question: can you make the barrier-ring and the chickens moving around the barrier-ring still move around the screen when we kill all the chickens in the barrier-ring (by Beam for example) in “Splat!” wave?
@InterAction_studios
Can you adjust the color effect of Alchemist Chicken’s attack? They can make player visually uncomfortable and harder to dodge enemies’s projectiles when being thrown at the same position like this
Also, IA, if the Henperor’s Apprentice’s forcefield triggers faster on higher difficulties, why isn’t it the case for the Space Crab v2.0? Like, every time I fight that Crab on the highest difficulty (125%+, I believe) piloting a BX-9 (which is known for its major slowness), and the Crab is done throwing solar balls, I feel like having way more than just enough time to take cover before it triggers its forcefield.
Maybe this idea from my best friend could help against that: