Minor difficulty tweaks
Infinite Space Battle Simulator » Devlog
Changes: weakened earlier enemies, decreased upgrade costs, increased player range.
If you’ve played this game, I would love to hear about how you did! What are your high scores? Are there any bugs, or suggestions for improvement?
Files
infinite-space-battle-simulator-win-mac-linux-android.zip Play in browser
Version 4 Jun 25, 2023
infinite-space-battle-simulator-download.zip 872 kB
Version 4 Jun 25, 2023
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Infinite Space Battle Simulator
The prototype of a simple text-based combat system.
Status | Prototype |
Author | Autumn Chen |
Genre | Interactive Fiction |
Tags | High Score, Sci-fi, Space, Tactical, Text based |
Languages | English |
More posts
- Update - new mechanicsJun 27, 2023
Comments
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I generally got 3 or 4. It seems the later enemies hit all the time. I take it the distance away from them affects how often they hit us, too?
I think I'm missing something--it would be fun to try to do more, and so far it seems like drones are just not worth it at higher levels, and health is a bad buy with scrap, too.
It feels like once you get to a certain level, you will be indestructible unless there are newer tougher enemies. But getting there is the tough part!
The only potential bug I found was a rounding error with percent chance to hit.
It's great to see both creators of the jam submit something.
Thanks for the comment! Yes, distance affects both the player and the enemy, although the enemy has a longer base range at first.
I’m going to try to have a gentler ramp-up of difficulty by allowing more rounds with the weaker enemies (or faster scrap accumulation), so the player can build up more stats. And/or add “special abilities” or something like that.
Drones might be useful for absorbing hits because just a single drone prevents any health damage from passing through.
Also you can see the damage calculations/source code at https://github.com/aucchen/infinite-space-battle-simulator/blob/main/out/html/game.js