Early Access version 84

I mean yeah, but I see no harm in removing a tier cap. What I’m saying here is that both moves have the same effect; that being none at all.

Besides, tier 55 is well past the realm of “newer” players.

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This seems like a good idea, although I might modify changing it into every 1 billion points, but you get some random perishables, as well as keys. For example: 15 Jets, 200 keys, 25 extra lives, etc. The numbers could use modification if it’s too unbalanced.

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Ain’t a billion a bit too much

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Bad wording on my part. But people might still need a lot of keys to upgrade stuff at that point.

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50 is large. I prefer the same 40. There are no differences between a 40 tier and 99 tier guy.
Or maybe adding limits for reaching next tier is better, if tier cap is going to be reduced.

The keys aren’t enough. We’re talking 150-200 keys per tier, while upgrades for weapons at the bare minimum are some 400-500 approx. Besides, you get more keys getting to that tier than the tier bonus itself. I’m saying that removing the tier cap has as much effect as reducing it to 40. Though personally I’m in favor of removing the cap entirely, since then tier becomes a better representative of how much one has played the game. By applying the formula, some players should be in tier 120, whilst others are around 200, yet both display tier 99. So yeah, that’s why I want to remove the tier cap entirely.

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Yeah, I’d much rather remove the tier cap, too.

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Although this formula doesn’t match out to Tier 0, a friend of mine explained that score requirements for tiers are calculated like this:
(x²-x+2)/2*1000000
where x is the tier you wanna reach
so, for example, if you want tier 2147483647 you need 2305843006000000000000000 points

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credit emrol pls

Of course, thans @Sammarald

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The maximum tier requirement for the missions is 40, which you see in retro missions, so yeah. 40 is enough.

Absolutely the movement, I’m afraid. Currently it’s making him seem like a very hastily/cheaply made sprite, which is a shame because it’s clear that a lot of work has gone into getting him looking this good.

Also, very minor nitpick - but can the notes he fires be actual… notes (like a quarter note), rather than treble clefs? It would both make more sense musically (you can’t actually play a treble clef, and certainly not that many), and have the added benefit of being less visually cluttered. I notice that some other people have said the treble clefs look a bit off, and I’d have to agree.

This is based on the video of the fight - I haven’t actually had a chance to fly it myself yet, unfortunately, so I don’t have any gameplay critique. But it sure looks epic.

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Quarter rests do quite look similar to :zap: without the curve at the bottom. Notes should also suffice as Kylo-Hen said, with hitbix on the head part.

Probably a poll would be needed

Treble clef bullets should be replaced by:

  • Quarter rest
  • Quarter note
  • Stylized :zap:
  • Just stay it as is
0 voters
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This attack already alternates between CW and CCW.

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This purple projectile attack or Hooping attack of Thundercluck’s boss. Shoot only 3 bullet.


Can alternative: Is it possible to fire 4 purple projectiles for difficulties =>100%? @InterAction_studios

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Why there have a “danger zone” area in Thundercluck? I can still live here.


It should remove, Danger area

you only live there until the countdown is finished

Or just make ThunderCluck an obstacle but being unable to damage him until he finishes the countdown

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Asteroid Surge attack of Magnetic Manipulator if do it on the other side as from right to left then sure will difficult to avoid indestructible asteroid. (The foregoing if possible.)

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“Saucer Attack” wave with blue alien (Fester) already added mirrored/variation? As for the “Mars Attack” wave, it’s not, I know it appears from the right and from the left. But in “Saucer Attack” wave I see it only appear from the right not from the left.

1 win = 1.2P
1 lose = -9P… WHY?


If I did anything wrong, please forgive me. :sob:

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