Passing each column should count for 10 points, and your score should be dinged -1 point for each keypress. Pressing a key that's not on the screen should be a -5 point penalty. Game over if you drop below 0 points. That would solve the button mashing easy win problem.
Also, perhaps my skills are lacking, but the game essentially becomes impossible after the columns become 6 blocks wide — the fraction of open (i.e. fully breakable) rows becomes small enough that open rows between adjacent columns are often further apart vertically than the ship can travel, given its speed and the game's horizontal scroll rate. I like the sibling commenter's suggestion of pseudorandomly carving navigable paths between columns, as opposed to the current method of having a uniform 80% probability that an individual tile is breakable.
A lot going on for honest players. (And then you use your typing fingers to move, that stops everything.) Perhaps some fauxlgorithmically-generated 'word paths' with noise around them (or without) would be nice. (e.g. what's that thing, the Markov-chain kind)
I found myself picking a row and focusing on the letters, though one stand out. Would have preferred it to be vertical scrolling down over left to right. Maybe add options to pick the scrolling, or is that an aspect of later levels?
Wow this is very awesome. Love it. My only wish is that I could do arrow keys or anything other than normal character keys for the up/down, it's a weird barrier to put in my brain.
Reminds me of some of the old typing games on the C64, like Kids on Keys [0]. A lot of other people have made the same suggestions I would have made (penalize players smashing keys, etc). Good start!
Weird, this seems to be getting keyboard input from somewhere else. My split keyboard using ZMK I use for everything else (including writing this comment) does not work, but my old crappy standard one does. Is there some reason that it uses some other type of keyboard input that excludes certain keyboards?
MontyCarloHall|7 months ago
Also, perhaps my skills are lacking, but the game essentially becomes impossible after the columns become 6 blocks wide — the fraction of open (i.e. fully breakable) rows becomes small enough that open rows between adjacent columns are often further apart vertically than the ship can travel, given its speed and the game's horizontal scroll rate. I like the sibling commenter's suggestion of pseudorandomly carving navigable paths between columns, as opposed to the current method of having a uniform 80% probability that an individual tile is breakable.
abrookewood|7 months ago
LearnYouALisp|7 months ago
Muvasa|7 months ago
unknown|7 months ago
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hamdouni|7 months ago
Rendello|7 months ago
iamwil|7 months ago
camtarn|7 months ago
the__alchemist|7 months ago
Zenst|7 months ago
to11mtm|7 months ago
OTOH maybe that's the point... still amazing!
type_enthusiast|7 months ago
It certainly makes a game like this more difficult, but I wonder if it's really a bad thing?
spicybright|7 months ago
ethan_smith|7 months ago
strictnein|7 months ago
[0] https://en.wikipedia.org/wiki/Kids_on_Keys
mylesp|7 months ago
lysium|7 months ago
Liftyee|7 months ago
mnaimd|7 months ago
Also I had some problem distinguishing V and U, I don't if it is my problem or not but I'd recommend changing the font a bit.
yash1hi|7 months ago
korrectional|7 months ago
__s|7 months ago
BiraIgnacio|7 months ago
dorianmariecom|7 months ago
glgrau|7 months ago