Postjam version


As a warning, the game is probably worse now.

Anyway, the postjam version is released. I would have done more, but didn't have time or energy. So instead I removed the 'shooting enemies gives points' part of the game entirely and made it a solely defensive game, more like Undertale in that regard. Your only goal now is to not get hit. Shooting enemies does nothing for you otherwise.

This changes the motivations of the gameplay significantly. I don't know if it's really an improvement, but it is closer to what I envisioned when I started making the game.

I won't change much else. I think I developed a vague dislike of Phaser while making this. There's the lag problem, which I couldn't get rid of despite a day trying. I'm sure there are ways to optimize the game which I could have used, besides the basic optimizations I already have in place, but in general it means I can't add too much to the game or the lag will just get worse. For example, I used to have a particle effect for enemies that were killed, but it worsened the framerate slightly, so I dropped it. I think engines that aren't purely browser-based and provide downloadable versions of the games you make with them would likely provide better control over framerate and other issues that stymied me.

Besides that, I found the documentation and examples sparse in places, which isn't helped by the different versions of Phaser floating around. Trying to find out how shaders worked is my worst example. There are no good guides available and many of the guides out there are for older versions of Phaser and no longer work. Several times I copied code exactly as a guide specified and nothing happened. This is annoying when working on a time limit.

There is also the fact that I tried to use Typescript. Phaser isn't built for that originally, so sometimes I would have to deal with inconveniences. The disambiguation around this.body for an arcade sprite is an example. For my sprites with dynamic bodies (all of them), Typescript kept saying I was trying to access properties of this.body that didn't exist, I think since this.body has a type of StaticBody | DynamicBody*. So I made a new property called dynamicBody that had a DynamicBody type and defined it as this.body for all my arcade sprites with a dynamic body. This is fine by itself, but having to do things like this multiple times adds up. 

This isn't intended as criticism of people who like Phaser, just a brief description of my problems with it. Whatever. Maybe other engines are worse. Besides this, I've only tried Unity, and it's very different. I think I'll look at Godot sometime. Thanks for reading if you made it this far or whatever.

Also I didn't update the game screenshots because I'm too lazy

* The types are not actually StaticBody and DynamicBody. They have much longer names. But you get the idea.

Files

postjam_version.zip Play in browser
Jun 05, 2024
Jam Version 8.4 MB
May 20, 2024

Get ANTI_ADWARE_2999.exe

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