Early Access version 111

I was thinking of this because the player might forget the explanation after buying it.

image
the veteran difficulty still works somehow (sometimes)

For real, killing all of enemy in “Spawner Spinner” is very very hard tho because the portal might gonna kick your a.s. So I think make 2 Anomaly Zone on 2 side of the screen is gonna solve the problem (or in worst case: big nerf)

IA, I noticed a difference between the ‘‘Hairpin Turn’’ wave and its flipped version when it comes to the indestructible barriers.

This is the wave since v.111, after you nerfed it, exactly as it should be:

However, the flipped version looks different:

Can you fix the flipped version of that wave?

Definitely a big nerf that would solve the problem.

For real, though, it is indeed hard to kill all the enemies in time because of the structure of the wave. How about increasing the delay for each enemy before it exits the screen?

Huh? Intermediate is locked on veteran difficulty.

It probably changes in difficulty, According to my calculations the 2 pictures are not the same difficulty, The second picture is harder, So its probably difficulty.

And Hard is locked on Superstar Hero.

I don’t think it’s based on difficulty. As you can see:

If IA did intentionally leave the flipped version of the wave like it currently is, he would have mentioned it. He didn’t, therefore it must be a mistake he made. Besides, why would there be holes between floor 1 and 2, and 3 and 4, just above the spacecraft, knowing there are enemies on the way?

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Bug or idea: About the Egg Cannon Cannon Cannon Cannonade:
When it spawns, (depending on difficulty) it will shoot 2 or 3 lasers, When its close to disappearing you can go through it but you dont die.

Wow

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Actually, supernova is the remnant of the dead star

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Oh ok.

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Darkness doesnt push away when Egg Cannon Cannon Cannon Cannonade explodes.

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Multiplayer: I was host and playing Retro Mission and fight with “I’ll Be Back” Boss. While fighting it, I tried to destroy those Retro Debris with Absolver Beam and I can’t destroy it (Yep I use Absolver Beam Full Charge). I did that twice but didn’t work until someone use the ICBM Rocket then It can be destroy.

Was the debris dark green? If yes then youre probably not shooting at them lol.

You can’t erase the debris until it is in falling state. Whatever it was light or dark green, you must make it seperate from the boss so you can do that.

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Thats exactly what im saying.

damage.

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Medal shared.

Then it would function as a shield, which is not what I intended.

No, that’s not supported.

The spawn rate is sometimes carefully calibrated to make the timing of the wave work, so I’d rather not touch it.

No

No. The pointer of the Stacker wave is to weave between enemies.

They are. You’re just taking too long to kill them.

Changed in v.112 :medal_sports: Idea

Because it would overlap the safe zone. Also, these anomally zones are not player ‘choices’… They are embedded in the wave’s layout, and you only step on them when the time is right.

Hmm… yes. Changed in v.112 :medal_sports: Idea

They could, but this way the screen is more evenly filled.

Hmm, point taken, but the attack was removed for a reason (balloons have a lot of health, and players need to fly directly below them to cause a lot of damage before they drop out of the screen). So I think it’s ok that the don’t pose an active threat.

No

No

I don’t understand.

These are good ideas, but I’ve made a note for later because it’s not simple to implement.

There is an overarching design principle in the UI that buttons generally get disabled rather than hidden (because the user can tell why they were disabled)

Fixed in v.112 :medal_sports: Bug

Changed in v.112 :medal_sports: Idea

9 Likes

Isn’t that simply controlled? How’d you get the chicken body be in foreground and wings in background then