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I've been playing for a while now and I don't think this asteroid storm was a good addition. Adds way too much RNG to the battle too early into the fight. If anything it should be after 30/45s. 15 seconds in the battle has barely even started. Hopefully this will change soon.

Ok it's even more garbage RNG than I thought. First asteroid hits me for over 20 but my opponent by 6? Makes this game more of a coin flip than it already was. I really really like this game but this is such an unfortunate change.

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Hey, thanks for the feedback, that is valid. It now starts at 30 seconds so it should be less intrusive. I wanted to experiment with something a bit more interesting than rust accumulation. But if people continue to find this method is more frustrating, I am happy to revert it back to what it was previously!

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Sorry if it sounded like I was baby raging a little too much. Timer mechanics in games like these are important to avoid infinite battles but it's hard to make them feel fair. Winning a battle only to be one shot by an asteroid while the opponent takes 6 damage is a little iffy but I understand what you are trying to do. I wonder if temporary triggered effects would be a good alternative: every 30 seconds a random event is rolled and selected to effect the next 5-10 seconds (asteroid field that does what it does now (instant damage), solar flare that causes fires (DoT), Ion storm that knocks out items that use electricity, etc.)

Of course I don't know the whole scope of your game and what you have envisioned but build diversity is extremely important for games like this. I just got through a run by building only defensive items and outlasting the opponent during the asteroid storm. It wasn't really even close. 

GREAT GAME THOUGH! Love it. If you ever need help on the game I've worked in QA for a long time and have a bit of game dev knowledge. Keep up the good work!

30 seconds feels like a good time btw. Good change

No worries, thank you for playing! I like the idea of adding more events like the ones you mentioned. Will try some of those out and see how it goes.

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I love this game. I don't like few things tho. In ranked facing your own build is anoying, especialy when you lose with your current build, and win with the older one. Also i encountered some bug with money and animations of battle being played in the shop. Even tho the battle ended. Also freezing items wasn't obvious to me. Don't that lead you astray you did amazing work! The game is one of the most fun rouglikes i played on this website. Thank god for backpack battles

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Thanks for the kind words and good feedback! I made the matchmaking fix because that was quick, will try and improve upon the other things as well.

That's great! I think also the discord link dosn't seem to work for me

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Hmm, I think the link it correct. Does this work? https://discord.com/invite/zzKhYYhAVH

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This is easily one of the best games I've played in a long time! This needs more attention. The only issue I have with it, is that all the builds begin to feel the same in the end game, even though they are using different parts. There is no "rock-paper-scissors"(where your build could defeat another, and the other build can beat one that beat you) at all, which I guess could be good or bad depending on your perspective.

I'm curious, could you explain "rock-paper-scissors" in the end game? What do you mean by end game, and what builds are like rock paper scissors?

So, for example, in a somewhat similar game(super auto pets) there are summoner builds that can beat a tank build that has a maxed out unit by just summoning tons of small units that wear down the tank's health, but they can be beaten by a "eater build" with a unit that gains stats on kill. However, the tank build would beat the eater build as the tank would simply kill the "eater" in a 1 on 1.

This game has some of that with the "poison/rust resist"(which beats a poison/rust build obviously) but overall I feel like the game does not do enough to differentiate builds. The endgame (getting 10 wins and going to infinite in a large ship) often just results in everyone using cloaking, protection bubbles, and "pure damage" guns. 

I have played 4 runs and won 2, as well as playing one each with the 3 mission unlockable characters, so I obviously haven't seen everything but this is just what I felt in my first couple runs. 

If you have any super interesting and unique endgame builds that is awesome and maybe I just got unlucky with my items and enemy ships.

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Alright, never mind, I just got a kick ass rust/shield/hack build that is demolishing in infinite. I think I just hadn't played the game enough.

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Stuck on "Connecting..." screen

Apologies, it broke while I was sleeping, fixed now.

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Hey fun fact, despite it somehow not being a proper tag yet, you can still tag your game as a 'atuobattler' and people looking that up in the tags will see this game.

Ah good to know, added.

play as guest does nothing

Sorry to hear that! I think this is the error that blocked you:

Uncaught client error Uncaught RangeError: Array buffer allocation failed - Array buffer allocation failed
Unable to decode audio data

I will investigate, possibly one of my audio files needs optimizing, but you are first user who has encountered this unfortunately. 

For an immediate fix, I suggest trying a different browser if that is an option for you.