It was a pretty easy implementation, actually. The bullet already checks for collision with the player, so I just get the player's state when that happens, and if it's phasing, the bullet faces its creator. Its usual "go forward real fast" code takes it the rest of the way.
That seems to be the major takeaway. And, as I expected, it's obvious in retrospect haha! I'm considering remaking the levels around actual platforming, with large drops and no easy path. Thanks a ton for your feedback!
These have all been great suggestions! Thanks so much for the feedback, it will certainly help inform our next moves. And also, thanks for checking out the demo :)
I'm simply happy a stranger is willing to give it a try! I hope the "tutorial" isn't too vague. But in any case, that will definitely get some work, soon.
Hmm, you put me in an awkward position. We were planning on simply having this environment ramp up in intensity toward the final room. (The game should really only take about 10 minutes to complete. Something of a proof of concept for us.)
But you throwing out the idea of other environments does tempt me to suggest increasing the scope!
By speed settings, are you referring to player speed, laser grid speed, or some overall speed scale? You raise an interesting point.
Technically it's all random - only the first 2 are set in stone. Though the way the defence generation works, lasers etc only start to phase in after about 10-15 rooms, so that might be what you're picking up on. I could bump those numbers up so defences start spawning earlier, perhaps. It gets genuinely chaotic after a couple dozen rooms!
Imagine a system that incentivises greed and self-interest, and which runs on competition.
Now run that simulation through your mind a few decades.
If it doesn't end up with vastly fewer companies competing over vastly larger portions of the market, your simulation wasn't set up accurately.