You must build at least 1 house for level 1, 2 houses for level 2 etc...
It's not very fleshed out.
Hello Reece!
Thanks for noticing my game. I have lots more ideas for this game. Things like flywheel blasters, airtank blasters, HAMP etc...
The AI still needs lots of work. I'm thinking of running for cover behaviour.
The ultimate goal is to make these blasters modifiable during play. Things like spring upgrades, rewiring, barrel adapters etc..
But all these exciting plans are on hold at the moment. And I would need to gut out the ECS system because its just too inconvenient to develop a FPS with.
I don't want to think about game modes or maps. Because
1) I enjoy designing core mechanics and game feel more than map making
2) I think the core mechanics are more important than gamemodes/maps in a game's early phrase (hint hint Dart Warzone)
Thanks for reading. I wish you the best of luck.
-kablouser, (Mongoose Entertainment)
Good level design, movement, and sound FX.
Sometimes the characters get stuck near a wall between the gaps of the tiles. To fix this you either use a circle collider or use edge radius https://docs.unity3d.com/ScriptReference/BoxCollider2D-edgeRadius.html
The amount of polish is crazy good. This game is just so presentable.
One issue that is not talked about here is the AI's behaviour. It's hard to know when they start and stop. And how they will turn around.
And I like that atoms only start moving when you're around them. Like as if they get excited to see you. Or maybe your observation gives them excess energy. Anyways, great thematics.