Optimization Issues
Procedural generation can give the game a good hook but its also its downfall in some ways. My 2nd map I played on, generated a pocket just big enough for me to sit in and never worry about moving. Maybe some tweaks to the generation algorithm can help prevent this.
Since I could stay in this pocket of safety it gave me a chance to see the frame rate tank and it didn’t take very long. Even if a player is good this is going to create a hard cap in the game play.
I am not sure if this is correct but if every enemy is procedurally generated then maybe that can be change? Maybe once an enemy type is generated its then “stored” in memory and they keeps spawning that specific generated enemy with a specific frequency? Maybe I’m just saying nonsense but maybe it helps give you an idea on a solution.
Response from developer
thanks for the review! the game is getting some pretty big updates very soon, stay tuned! if you wanna see what i have in store, check out the browser version: https://upg.vijay.io
Fun but awkward movement
Conclusion: Make vertical movement with dashes and in general easier(so I don’t just move left and right) Make jump better Put more stuff in the empty map so the guy can move more(so I don’t just move left and right) Add the dynamite from terraria or Minecraft Make more potential for ability combo with roguelite type stuff if possible. Enemy and ability dictionary
Also it’s too laggy
Response from developer
thank you so much for the detailed review! i do agree that the movement could use some work, especially on mobile (it's a little easier in the desktop version imo). fwiw there is a jetpack upgrade that helps with vertical movement. i also am working on a bunch more upgrades so there will be more variety. there will definitely be more map features and traversal methods. finally, i am constantly working on performance improvements. thanks again for the review! you can try the web desktop version at upg.vijay.io which i keep up to date with the latest features (mobile is a bit behind because it requires more thorough testing)
It’s very fun until…
good
Unoptimized impossible to play
Response from developer
thanks for checking out the game, i'm sorry you were experiencing performance issues. i have some fixes coming in the next update that will address some of the issues reported thus far, and more to come after that. the game is fully procedurally generated including the player sprite and enemy, so it's more computationally expensive than meets the eye, with that said, i very much want a smooth 60 fps experience on all modern devices, so i will be constantly working on it. thanks again for playing. if you'd like, you can check the web version on itch.io on a desktop chrome browser, it performs way better there.



