Thank you very much :)
Great game! I am happy the tool is still used and helps people make games :)
Thanks!
Raylib's performance is excellent. I used love2d before but I wasn´t happy with the performance so I tested a lot of frameworks/engines and raylib was by far the best. (I was only interested in drawing shapes on the fly, so if you want to use textures/sprites there might be better options out there)
It is not perfect and has some issues but the performance is really awesome. The compile times are also fast (but I can only speak for small to medium-sized projects). I use Raylib_CsLo c# bindings and Visual Studio, so if you plan on using it with c or c the performance will probably be even better.
I hope this helps :)
I am sorry but there will be no update anymore for nomads sky ;(
But my next game will be very similar to Nomads Sky, called Galaxy Unknown. If you want a very early taste you can check out the Shape Engine Demo. Shape Engine is my custom-made Engine for developing Galaxy Unknown and the Demo is basically how Galaxy Unknown will look and feel.
I hope this helps a little with the bad news :)
I have only tested the game on 2 or 3 systems and all of them are windows, so I can not really tell you much about the performance on a mac. But I tested it on my laptop and it seemed to run fine there. 5 fps of course is not an acceptable framerate... The fracturing polygon tool for Godot is not yet used in this project but it is used on another game of mine called Fracture Hell, so you could test the performance there as well.
I really like the art style and soundtrack of this game. The enemies look fantastic!
The only issue I had was with the shotgun. The fire rate was a bit too slow for me and after manual reloading, I could not shoot for several seconds even though the UI showed that the shotgun was full.... I did not have that problem at all with the AK.
Other than that really well-made game! Great job :D
I like the concept of the game and that you chose to not do a generic bullet hell game :)
I think the 10 seconds are way too short. I almost always died before I got even close to a battery. (Sometimes no batteries spawn for several rounds or they spawn too far away or you don´t have the right movement cards)
That said, I like the core mechanic of the game and you should definitely keep working on it :D
Thank you for the feedback :)
The difficulty only increases when you level up. So the snowball effect should not happen, but at some point, it is likely that not finishing an arena means the player won't finish any arena in the same difficulty and therefore no progress is possible anymore. So I do understand your point ^^
I am currently working on a better upgrade system with more diverse upgrades, more than one way to gain level ups (not tied to speed), and more impact of each upgrade :)
The graphics are awesome :) I like the concept of the game of only using dodging and your shield to survive. Also, the very narrow start platform makes it really interesting each time! The only problem I encountered was sometimes facing almost impossible situations due to the random nature of the spawning. But otherwise, this is a really interesting, nice looking game :)
Well done!